2 * fixed crash bug caused by accessing invalid element (with value -1)
3 in UpdateGameControlValues()
4 * fixed graphical bug when using two-tile movement animations with EMC
5 game engine without explicitly using native EMC graphics engine
8 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
9 try to push something (due to push delay) does not cause a dig action
12 * fixed bug with reference elements used as trigger elements on custom
13 element change pages not being recognized
14 * fixed bug with reference elements not being removed from the playfield
15 * added engine functionality that allows custom elements that "can dig"
16 other elements not only to do so when moving by themselves, but also
17 when being pushed by the player (therefore adding the functionality to
18 push one element over another element, replacing it with the new one)
21 * added command line function to write level sketch images to directory
24 * merged override and auto-override options into new override options
25 with a new data type than can take the values "no", "yes" and "auto"
28 * fixed growing steel wall to also leave behind steel wall instead of
29 normal, destructible wall
30 * fixed handling of rocks falling through stacks of quicksand with
31 different speed (before, the rocks just got stuck in the quicksand)
34 * fixed nasty bug with auto-override and normal override not working on
35 program startup (especially when current level set has custom artwork)
38 * version 3.2.5 released as special edition "R'n'D jue"
41 * fixed X11 crash bug when blitting masked title screens over background
44 * changed build system to support special editions (like "R'n'D jue")
45 * added (hardcoded) loading graphics for "R'n'D jue" special edition
46 * fixed X11 crash bug when scaling images with width/height less than 32
49 * added "background.PLAYING" (only visible as two-pixel border in game)
50 * added default level set for first start of special R'n'D version
51 * changed door animations for editor always behaving like "quick doors"
54 * added new custom artwork setup option "auto-override non-CE sets" for
55 automatic artwork override that is only used for level sets without
56 custom element artwork (as it does not make much sense to override
57 any artwork that redefines custom element artwork for sets using CEs)
58 * fixed default artwork for "special" R'n'D versions always using the
59 "classic" artwork as the base if base artwork is not explicitly
60 defined in "levelinfo.conf", regardless of different default artwork
61 used by the special R'n'D version -- this is needed because any such
62 custom artwork is designed using the "classic" artwork definitions as
63 the base (including menu definitions and screen positions etc., which
64 would otherwise be taken from the different special default artwork)
67 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
68 for both EMC and R'n'D graphics engine (heavy workarounds needed due
69 to massively broken handling of quicksand in R'n'D game engine)
70 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
71 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
74 * fixed small bug in toon drawing (introduced when fixing the crash bug)
77 * added graphics definition "game.panel.highscore" to display the
78 current levels current high score in the game panel
81 * version number set to 3.2.5
84 * version 3.2.4 released
87 * fixed crash bug in toon drawing functions for large step offset values
90 * fixed some problems with displaying game panel when quick-loading tape
93 * fixed (experimental only) redrawing of every tile per frame (even if
94 unneeded) for the extended (R'n'D based) EMC graphics engine
95 * added optimization to only calculate element count for panel display
96 if really needed (that is, if element count values defined on panel)
97 * fixed problem with special editor door redraw when entering main menu
100 * fixed bug with displaying background for title messages on info screen
101 * some code cleanup for the extended (R'n'D based) EMC graphics engine
104 * fixed bug with CE action "move player" always resulting in player 4
105 if there was a CE action with no trigger player (because the player
106 element was calculated by using log_2() from trigger player bits with
107 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
108 triggering player bit mask and handling all players in "move player"
109 * fixed bug when defined artwork cannot be found for artwork that has
110 default artwork cloned from other artwork (without default filename)
111 * added several fixes to the extended (R'n'D based) EMC graphics engine
114 * fixed broken editor copy and paste for custom elements between levels
117 * title messages are now also searched in graphics artwork directory;
118 those found in graphics directory have precendence over those found
119 in level directory -- this handles title messages stored in graphics
120 directories as part of the artwork set, just like title images; this
121 makes sense, as corresponding special font definitions for messages
122 are usually defined in the same graphics artwork directory, and also
123 because title images and title messages that are combined in a level
124 set introduction should usually not be separated when the level set
125 is used with a different artwork set (e.g. using "override graphics")
126 * fixed problem with door borders on main screen by first drawing doors
127 and then the corresponding border masks, but not vice versa
128 * fixed problem with artwork config entries using the value "[DEFAULT]";
129 this does not what one might expect, but sets the value to an invalid
130 value -- solution: simply ignore such entries, which results in this
131 value keeping its previous (real) default value (in general, entries
132 that should use their default value should just not be defined here)
133 * fixed problem with wrong fading area size from main menu to setup menu
136 * fixed problem with broken crumbled graphics after level set changes
137 when using R'n'D custom artwork with level sets using the EMC engine
140 * fixed invisible "joysticks deactivated ..." text on setup input screen
143 * added use of hashes created from static lists (element tokens, image
144 config, font tokens) to speed up lookup of configuration parameters
145 * fixed bug where element and graphic config token lookup was mixed up
148 * added "busy" animation when initializing program and loading artwork
149 * added initialization profiling for program startup (debugging only)
152 * fixed(?) very strange bug apparently triggered by memset() when code
153 was cross-compiled with MinGW cross-compiler for Windows XP platform
154 (this only happened when using SDL.dll also self-compiled with MinGW)
157 * added graphics engine directive "border.draw_masked_when_fading" that
158 enables/disables drawing of border mask over screen that is just faded
161 * fixed small problem with separate fading definition for game screen
164 * added additional configuration directives for setup screen draw offset
165 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
166 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
167 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
168 used to define draw offset on custom artwork selection screens and
169 "CHOOSE_OTHER" is used on all other list style selection screens, like
170 choosing game speed or screen mode for fullscreen mode)
171 * added additional configuration directives to define main menu buttons:
172 - menu.button_name and menu.button_name.active
173 - menu.button_levels and menu.button_levels.active
174 - menu.button_scores and menu.button_scores.active
175 - menu.button_editor and menu.button_editor.active
176 - menu.button_info and menu.button_info.active
177 - menu.button_game and menu.button_game.active
178 - menu.button_setup and menu.button_setup.active
179 - menu.button_quit and menu.button_quit.active
180 * added eight pure decoration graphic definitions for the game panel
183 * added support for accessing native Diamond Caves II level packages
184 * fixed displaying of game panel values for Emerald Mine game engine
185 * fixed displaying end-of-level time and score values on new game panel
188 * added game panel control to display arbitrary elements on game panel
189 * added game panel control to display custom element score (globally
190 unique for identical custom elements) either as value or as element
191 * added ".draw_masked" and ".draw_order" to game panel control drawing
194 * fixed some general bugs with handling of ".active" elements and fonts
197 * cleanup of game panel elements (some elements were not really needed)
198 * added displaying of gravity state (on/off) as new game panel control
199 * added animation for game panel elements (similar to game elements)
202 * added new pseudo game mode "PANEL" to define panel fonts and graphics
203 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
204 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
205 (else graphics would have to use ".PLAYING", which would be confusing)
206 * fixed bug when fading out to game screen with border mask defined
209 * added attribute ".tile_size" for element style game panel controls
212 * added <space> key as additional valid key to use for confirm requester
215 * improved menu fading, adding separate fading definitions for entering
216 and leaving a "content" screen (in general), and optional definitions
217 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
220 * added (currently invisible) setup option to define scroll delay value
221 * fixed small bug in priority handling when auto-detecting level start
222 position in levels without player element (but player from CE etc.)
223 * added option "game.forced_scroll_delay_value" to override user choice
224 of scroll delay value for certain level sets with "graphicsinfo.conf"
225 * replaced setup option "scroll delay: on/off" by new setup option that
226 directly allows selecting the desired scroll delay value from 0 to 8
229 * added displaying of most game panel control elements (not animated)
232 * added new configuration directives to display additional game engine
233 values on the game control panel, like the following examples:
234 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
235 - game.panel.penguins - number of penguins to rescue
236 - game.panel.level_name - level name of current level
239 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
242 * added new player option "no centering when relocating" for "invisible"
243 teleportations to level areas that look exactly the same, giving the
244 illusion that the player did not relocate at all (this was the default
245 since 3.2.3, but caused visual problems with room creation in "Zelda")
246 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
249 * improved menu fading, adding separate fading definitions for entering
250 and leaving a menu and for fading between menu and "content" screens
251 * fixed small bug with recognizing also ".font_xyz" style definitions
254 * improved menu fading, adding separate fading definitions for fading
255 between menu screens and fading between menu and "destination" screens
258 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
259 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
260 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
261 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
263 * improved title fading, allowing fading animation types "none", "fade"
264 and "crossfade" (including cross-fading of last title to main menu)
267 * added configurability of graphics, sounds and music for title screens,
268 which are separated into initial title screens (only shown once at
269 program startup) and title screens shown for a given level set; these
270 title screens can be composed of up to five title images and up to
271 five title text messages (each drawn using an optional background
272 image), also using background music and/or sounds; aspects like
273 background images, sounds and music of title screens can either be
274 defined generally (valid for all title screens) or specifically (and
275 therefore differently for each title screen) using these directives:
277 to define a background image, sound or music file for all screens:
278 - background.TITLE_INITIAL (for all title screens for game startup)
279 - background.TITLE (for all title screens for level sets)
281 to define a background image, sound or music file for a single screen:
282 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
283 - background.titlescreen_x (with x in 1,2,3,4,5)
284 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
285 - background.titlemessage_x (with x in 1,2,3,4,5)
287 to define the title screen images:
288 - titlescreen_initial_x (with x in 1,2,3,4,5)
289 - titlescreen_x (with x in 1,2,3,4,5)
291 to define the title text messages, place text files into the level set
292 directory that have the following file names:
293 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
294 - titlemessage_x.txt (with x in 1,2,3,4,5)
296 to define the properties of the text messages, either use directives
297 that affect all text messages:
298 - [titlemessage_initial].<suffix>
299 - [titlemessage].<suffix>
300 or use directives that affect single text messages:
301 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
302 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
304 valid values for <suffix> are the same as for readme.<suffix> below;
305 use ".sort_priority" (default: 0) to define an arbitrary order for
306 title images and title messages (which can therefore be mixed)
309 * added full configurability of "readme.txt" screen appearance:
310 - readme.x: <left position used with alignment>
311 - readme.y: <top position>
312 - readme.width: <maximim text width in pixels>
313 - readme.height: <maximum text height in pixels>
314 - readme.chars: <maximum number of chars per line>
315 - readme.lines: <maximum number of lines displayed>
316 - readme.align: left,center,right (default: center)
317 - readme.top: top,middle,bottom (default: top)
318 - readme.font: font name
319 - readme.autowrap: true,false (default: true)
320 - readme.centered: true,false (default: false)
321 - readme.parse_comments: true,false (default: true)
322 - readme.sort_priority: (not used here, but only for title screens)
323 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
324 default), they are automatically determined from "readme.width" and
325 "readme.height" accordingly; when they are not "-1", they have
326 precedence over "readme.width" and "readme.height"
327 * added internal ad-hoc config settings for displaying text files like
328 title messages or "readme.txt" style level set info files:
329 - .font: font name (default: readme.font)
330 - .autowrap: true,false (default: readme.autowrap)
331 - .centered: true,false (default: readme.centered)
332 - .parse_comments: true,false (default: readme.parse_comments)
333 (the leading '.' and the separating ':' are mandatory here); to use
334 these ad-hoc settings, they have to be written inside a comment, like
335 "# .autowrap: false" or "# .centered: true"; these settings then
336 override the above global settings (they can even be used more than
337 once, like "# .centered: true", then some text that should be drawn
338 centered, then "# .centered: false" to go back to non-centered text;
339 important note: after using "# .parse_comments: false", or when using
340 "readme.parse_comments: false", detecting and parsing comments inside
341 the file is disabled and comments are just printed like normal text;
342 also be aware that all automatic text size calculations are done with
343 the font defined in "readme.font", while using different fonts using
344 "# .font: <font>" inside the text file may cause unexpected results
347 * changed some numerical limits in the level editor from 255 to 999
350 * added option "system.sdl_videodriver" to select SDL video driver
351 * added output of SDL video and audio driver to "version info" page
354 * added group element drawing to IntelliDraw drawing functions
355 * fixed animation resetting problem again (last try broke Snake Bite)
356 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
359 * added new (special) "include: <filename>" directive that works in all
360 configuration files (like "graphicsinfo.conf") and that has the same
361 effect as if that directive would be replaced with the content of the
362 specified file (this can be useful to split large configuration files
363 into several smaller ones and include them from one main file, or to
364 store configuration settings that always stay the same into a separate
365 file, while including it and only add those parts that really change)
368 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
371 * fixed bug in "InitMovingField()" where treating an integer array as
372 boolean caused wrong resetting of animations while elements are moving
373 * fixed problem with resetting animations when starting element change
376 * added sort priority for order of title screens and title messages
379 * changed end of game again: do not wait for the user to press a key
380 anymore, but directly ask/confirm tape saving and go to hall of fame
381 * re-enabled quitting of lost game by pressing space or return again
382 * added blanking of mouse pointer when displaying title screens
383 * added remaining menu draw offset definitions for info sub-screens
386 * added setup option to select game speed (from very slow to very fast)
387 * improved handling of title text messages (initial and for level set)
390 * added new options "auto-wrap" and "centered" for DC2 style envelopes
393 * fixed displaying and typing of player name when it is centered
394 * added special characters to be allowed for player name (not only A-Z)
397 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
398 (newer versions of the SDL library seem to not like this anymore)
401 * added code for configuration directives for control of game panel
404 * fixed small cosmetical bug with underlining property tabs in editor
407 * fixed small drawing bug in X11FadeRectangle
408 * added new elements for newly supported Diamond Caves II levels:
409 - EM/DC style exits that disappear after passing
410 - white key and gate (one white key needed for each white gate)
411 - fake gate (there is no key to open/pass this kind of gate!)
412 - extended magic wall which also handles pearls and crystals
416 * changed maximum value for endless loop detection to a higher value
417 (some levels really used very deep recursion without being endless)
420 * added new elements for newly supported Diamond Caves II levels:
421 - growing steel walls
422 - snappable land mine
425 * added new elements for newly supported Diamond Caves II levels:
426 - steel text elements
429 * added level file loader for native Diamond Caves II levels
432 * version number set to 3.2.4
435 * version 3.2.3 released
438 * fixed malloc/free bug when updating EMC artwork entries in level list
439 * added workaround (warning and request to quit the current game) when
440 changing elements cause endless recursion loop (which would otherwise
441 freeze the game, causing a crash-like program exit on some systems)
444 * fixed nasty string overflow bug when entering too long envelope text
447 * added feedback sounds for menu navigation "menu.item.activating" and
448 "menu.item.selecting" (for highlighting and executing menu entries)
451 * improved "no scrolling when relocating" to also consider scroll delay
452 (meaning that the player is not automatically centered in this case;
453 this makes it possible to "invisibly" relocate the player to a region
454 of the level playfield which looks the same as the old level region)
455 * fixed bug with not recognizing "main.input.name.align" when active
458 * fixed bug with displaying masked borders over title screens when
459 screen fading is disabled
462 * fixed infinite loop / crash bug when killing the player while having
463 a CE with the setting "kill player X when explosion of <player X>"
464 * added special editor graphic for "char_space" to distinguish it from
465 "empty_space" when editing a level (in-game graphics still the same)
468 * fixed nasty bug with initialization only done for the first player
471 * small change to handle loading empty element/content list micro chunks
474 * uploaded pre-release (test) version 3.2.3-0 binary and source code
477 * some optimizations on startup speed by reducing initial text output
480 * added caching of custom artwork information for faster startup times
483 * fixed graphical bug when using fewer menu entries on level selection
484 screen than usual (with "menu.list_size.LEVELS" directive)
485 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
486 the backbuffer to the backbuffer by error (with identical rectangle)
489 * fixed bug when displaying titlescreen with size less than element tile
490 * fixed bug that caused elements with "change when digging <e>" event
491 to change for _every_ digged element, not only those specified in <e>
492 * fixed bug that caused impact style collision when dropping element one
493 tile over the player that can both fall down and smash players
494 * fixed bug that caused impact style collision when element changed to
495 falling/smashing element over the player immediately after movement
498 * fixed bug that allowed making engine snapshots from the level editor
501 * fixed bugs with player name and current level positions on main screen
504 * added configuration directives for control of title screens:
505 - "title.fade_delay" for fading time
506 - "title.post_delay" for pause between screens (when not crossfading)
507 - "title.auto_delay" to automatically continue after some time
508 these settings can each be overridden by specifying them with titles:
509 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
510 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
511 fading mode can also be specified:
512 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
513 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
514 default is using normal fading for menues and initial title screens,
515 while using cross-fading for level set title screens
516 * fixed bug with background not drawn in Hall of Fame after game was won
519 * added configuration directives for the remaining main menu items
522 * added additional configuration directives for info screen draw offset:
523 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
524 * added additional configuration directives for preview info text
525 * limited mouse wheel sensitive screen area to scrollable screen area
528 * added highlighted menu text entries to menu navigation when selected
531 * fixed bug that prevented player from correctly being created in the
532 top left corner by a custom element change in a level without player
533 * fixed bug that prevented player from being killed when indestructible,
534 non-walkable element is placed on player position by extended change
535 * added configurable menu button, text and input positions to main menu
538 * added page fading effects for remaining info sub-screens
539 * fixed small bug that caused some delays when answering door request
542 * added directives "border.draw_masked.*" for menu/playfield area and
543 door areas to display overlapping/masked borders from "global.border"
546 * fixed bug with CE with move speed "not moving" not being animated
547 * when changing player artwork by CE action, reset animation frame
550 * fixed bug with not unmapping main menu screen gadgets on other screens
551 * fixed bug with un-pausing a paused game by releasing still pressed key
552 * fixed bug with not redrawing screen when toggling to/from fullscreen
553 mode while fast reloading tape (without redrawing playfield contents)
554 * fixed bug with quick-saving tape snapshot despite answering with "no"
557 * version number set to 3.2.3
560 * version 3.2.2 released
563 * fixed bug with redrawing screen in fullscreen mode after quick tape
564 reloading when using the EMC game engine
565 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
568 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
571 * added engine snapshot functionality for instant tape reloading (this
572 only works for the last tape saved using "quick save", and does not
573 work across program restarts, because it completely works in memory)
576 * version number set to 3.2.2
579 * version 3.2.1 released
582 * fixed nasty bugs with handling error message file on Mac OS X systems
585 * general code cleanup (removing many annoying "#if 0" blocks etc.)
588 * fixed bug that caused broken tapes when manually appending to tapes
589 using the "pause before death" functionality, followed by recording
590 * added setup option to disable fading of screens for faster testing
593 * code cleanup of new fading functions
596 * changed behaviour after solved game -- do not immediately stop engine
597 * added some more smooth screen fadings (game start, hall of fame etc.)
600 * fixed bug with displaying pushed CE with value/score/delay anim_mode
603 * added configurable level preview position, tile size and dimensions
604 * added configurable game panel value positions (gems, time, score etc.)
607 * fixed small bug with time displayed incorrectly when collecting CEs
610 * fixed bug with bumpy scrolling with EM engine in double player mode
613 * added compatibility code to fix "Snake Bite" style levels that were
614 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
617 * fixed bug with scrollbars inside editor when using the Windows mouse
618 enhancement tool "True X-Mouse" (which injects key events to the event
619 queue to insert selected stuff into the Windows clipboard, which gets
620 confused with the "Insert" key for jumping to the last editor cascade
621 block in the element list)
622 * added Rocks'n'Diamonds icon for use as window icon to SDL version
623 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
626 * added selection of preferred fullscreen mode to setup / graphics menu
627 (useful if default mode 800 x 600 does not match screen aspect ratio)
630 * improved down-scaling of images for better editor and preview graphics
631 * changed user data directory for Mac OS X from Unix style to new place
634 * improved level number selection in main menu and player selection in
635 setup menu (input devices section) by using standard button gadgets
636 * added support for mouse scroll wheel (caused buggy behaviour before)
637 * added support for scrolling horizontal scrollbars with mouse wheel by
638 holding "Shift" key pressed while scrolling the wheel
639 * added support for single step mouse wheel scrolling by holding "Alt"
640 key pressed while scrolling the wheel (can be combined with "Shift")
641 * changed output file "stderr.txt" on Windows platform now always to be
642 created in the R'n'D sub-directory of the personal documents directory
643 * added Windows message box to direct to "stderr.txt" after error aborts
646 * improved general scrollbar handling (when jump-scrolling scrollbars)
649 * changed scrollbars to always show last line as first after scrolling
650 (that means jumping n - 1 screen lines instead of n screen lines)
653 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
654 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
655 * fixed special handling of vertically stacked acid becoming fake acid
658 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
659 affect multiple instances of the same CE, although this kind of
660 change condition usually only affects one single custom element
663 * version number set to 3.2.1
666 * version 3.2.0 released
669 * reorganized level editor element list a bit to match engines better
672 * fixed newly introduced bug with wrongly initializing clipboard element
675 * fixed bug with displaying visible/invisible level border in editor
678 * reorganized some elements in the level editor element list
681 * fixed bug with displaying any player as "yellow" when moving into acid
682 * fixed bug with displaying running player when player stopped at border
685 * fixed bug with player exploding when moving into acid
686 * fixed bug with level settings being reset in editor and when playing
687 (some compatibility settings being set not only after level loading)
688 * fixed crash bug when number of custom graphic frames was set to zero
689 * fixed bug with teleporting player on walkable tile not working anymore
690 * added partial compatibility support for pre-release-only "CONF" chunk
691 (to make Alan Bond's "color cycle" demo work again :-) )
694 * fixed some bugs when displaying title screens from info screen menu
695 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
698 * changed file major version to 3 to reflect level file format changes
699 * uploaded pre-release (test) version 3.2.0-8 binary and source code
702 * added new chunk "NAME" to level file format for level name settings
703 * added new chunk "NOTE" to level file format for envelope settings
704 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
705 * updated magic(5) file to recognize changed and new level file chunks
706 * removed change events "change when CE value/score changes" as unneeded
709 * changed gravity (which only affects the player) from level property
710 to player property (only makes a difference in multi-player levels)
711 * added change events "change when CE value/score changes"
712 * added change events "change when CE value/score changes of <element>"
715 * added new chunk "INFO" to level file format for global level settings
716 * added all element settings from "HEAD" chunk to "CONF" chunk
717 * added all global level settings from "HEAD" chunk to "INFO" chunk
720 * changed level file format by adding two new chunks "CUSX" (for custom
721 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
722 elements, replacing the previous "GRP1" chunk); these new IFF style
723 chunks use the new and flexible "micro chunks inside chunks" technique
724 already used with the new "CONF" chunk (for normal element properties)
725 which makes it possible to easily extend the existing level format
726 (instead of using fixed-length chunks like before, which are either
727 too big due to reserved bytes for future use, or too small when those
728 reserved bytes have all been used and even more data should be stored,
729 requiring the replacement by new and larger chunks just like it went
730 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
733 * added credits pages to the "credits" section that were really missing
734 * added some missing element descriptions to the level editor
735 * added down position of switchgate switch to the level editor
736 and allowed the use of both switch positions at the same time
737 * changed use of "Insert" and "Delete" keys to navigate element list in
738 level editor to start of previous or next cascading block of elements
741 * added the possibility to view the title screen to the info screen menu
742 * fixed some minor bugs with viewing title screens
745 * fixed bug with title (cross)fading in/out when using fullscreen mode
748 * fixed bug that forced re-defining of menu settings in local graphics
749 config file which are already defined in existing base config file
750 * fixed small bug that caused door sounds playing when music is enabled
753 * added the possibility to define up to five title screens for each
754 level set that are displayed after loading using (cross)fading in/out
755 (this was added to display the various start images of the EMC sets)
758 * added "CE score gets zero [of]" to custom element trigger conditions
759 * added setup option to display element token name in level editor
762 * added compatibility code for Juergen Bonhagen's menu artwork settings
765 * fixed bug with displaying wrong animation frame 0 after CE changes
766 * fixed bug with creating invisible elements when light switch is on
769 * added selection between ECS and AGA graphics for EMC levels to setup
772 * adjusted font handling for various narrow EMC style fonts
775 * changed EM engine behaviour back to re-allow initial rolling springs
778 * fixed handling of over-large selectboxes (less error-prone now)
779 * fixed bug when creating GE with walkable element under the player
782 * added use of "Insert" and "Delete" keys to navigate element list in
783 level editor to start of custom elements or start of group elements
784 * added virtual elements to access CE value and CE score of elements:
785 - "CE value of triggering element"
786 - "CE score of triggering element"
787 - "CE value of current element"
788 - "CE score of current element"
791 * fixed "grass" to "sand" in older EM levels (up to file version V4)
794 * changed behaviour of network games with internal errors (because of
795 different client frame counters) from immediately terminating R'n'D
796 to displaying an error message requester and stopping only the game
797 (also to prevent impression of crashes under non command-line runs)
798 * fixed playing network games with the EMC engine (did not work before)
799 * fixed bug with not scrolling the screen in multi-player mode with the
800 focus on player 1 when all players are moving in different directions
801 * fixed bug with keeping pointer to gadget even after its deallocation
802 * fixed bug with allowing "focus on all players" in network games
803 * fixed bug with player focus when playing tapes from network games
806 * uploaded pre-release (test) version 3.2.0-7 binary and source code
809 * code cleanup for game action control for R'n'D and EMC game engine
812 * fixed bug in multi-player movement with focus on both players
813 * added option to control only the focussed player with all input
816 * added player focus switching to level tape recording and re-playing
819 * fixed some bugs in player focus switching in EMC and RND game engine
822 * added special Supaplex animations for Murphy digging and snapping
823 * added special Supaplex animations for Murphy being bored and sleeping
826 * added four new yam yams with explicit start direction for EMC engine
827 * fixed bug in src/libgame/text.c with printing text outside the window
830 * fixed small bug in EMC level loader (copyright sign in EM II levels)
833 * added delayed ignition of EM style dynamite when used in R'n'D engine
834 * added limited movement range to EMC engine when focus on all players
837 * fixed bug with missing (zero) score values for native Supaplex levels
840 * added "continuous snapping" (snapping many elements while holding the
841 snap key pressed, without releasing the snap key after each element)
842 as a new player setting for more compatibility with the classic games
845 * finished scrolling for "focus on all players" in EMC graphics engine
848 * level sets with "levels: 0" are ignored for levels, but not artwork
849 * fixed bug when scanning empty level group directories (endless loop)
852 * fixed bug with explosion graphic for player using "Murphy" graphic
853 * fixed bug with explosion graphic if player leaves explosion in time
854 * changed some descriptive text in setup menu to use medium-width font
855 * added key shortcut settings for switching player focus to setup menu
858 * fixed bug with random value initialization when recording tapes
859 * fixed bug with playing single player tapes when team mode activated
862 * fixed little bug when trying to switch to player that does not exist
865 * added player switching (visual and quick) to R'n'D and EM game engine
866 * added setup option to select visual or quick in-game player switching
869 * added use of "Home" and "End" keys to handle element list in editor
872 * fixed bug with adding score when playing tape with EMC game engine
873 * added steel wall border for levels using EMC engine without border
874 * finally fixed delayed scrolling in EMC engine also for small levels
877 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
880 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
881 * fixed bug when displaying info element without action, but direction
884 * fixed minor graphical problems with springs smashing and slurping
885 (when using R'n'D style graphics instead of EMC style graphics)
888 * added scroll delay (as configured in setup) to EMC graphics engine
891 * improved screen redraw for EMC graphics engine (faster and smoother)
892 * when not scrolling, do not redraw the whole playfield if not needed
895 * added multi-player mode for EMC game engine (with up to four players)
898 * added android (can clone elements) from EMC engine to R'n'D engine
901 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
904 * added selectbox for initial player speed to player settings in editor
907 * version 3.1.2 created that is basically version 3.1.1, but with a
908 major bug fixed that prevented editing your own private levels
909 * version 3.1.2 released
912 * added magic ball (creates elements) from EMC engine to R'n'D engine
915 * uploaded fixed pre-release version 3.2.0-6 binary and source code
918 * fixed bug when using "CE can leave behind <trigger element>"
919 * added new change condition "(after/when) creation of <element>"
920 * added new change condition "(after/when) digging <element>"
921 * fixed bug accessing invalid gadget that caused crashes under Windows
922 * deactivated new possibility for multiple CE changes per frame
925 * uploaded pre-release (test) version 3.2.0-6 binary and source code
928 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
929 * fixed bug with not keeping CE value for moving CEs with only action
930 * changed CE action selectboxes in editor to be only reset when needed
933 * added option "use artwork from element" for custom player artwork
934 * added option "use explosion from element" for player explosions
937 * added cascaded element lists in the level editor
938 * added persistence for cascaded element lists by "editorcascade.conf"
939 * added dynamic element list with all elements used in current level
940 * added possibility for multiple CE changes per frame (experimental)
943 * uploaded pre-release (test) version 3.2.0-5 binary and source code
946 * changed "score for each 10 seconds/steps left" to "1 second/step"
947 * added own score for collecting "extra time" instead of sharing it
948 * added change events "switched by player" and "player switches <e>"
949 * added change events "snapped by player" and "player snaps <e>"
950 * added "set player artwork: <element choice>" to CE action options
951 * added change event "move of <element>"
954 * added "set player shield: off / normal / deadly" to CE action options
955 * added new player option "use level start element" in level editor
956 to set the correct focus at level start to elements from which the
957 player is created later (this did not work before for cascaded CE
958 changes resulting in creation of the player; it is now also possible
959 to create the player from a yam yam which is smashed at level start)
962 * added "set player speed: frozen (not moving)" to CE action options
963 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
966 * added new player option "block snap field" (enabled by default) to
967 make it possible to show a snapping animation like in Emerald Mine
970 * added dynamic selectboxes to custom element action settings in editor
971 * added "CE value" counter for custom elements (instead of "CE count")
972 * added option to use the last "CE value" after custom element change
973 * added option to use the "CE value" of other elements in CE actions
974 * fixed odd behaviour when pressing time orb in levels w/o time limit
975 * added checkbox "use time orb bug" for older levels that use this bug
978 * added missing configuration settings for the following elements:
979 - EL_TIMEGATE_SWITCH (time of open time gate)
980 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
981 - EL_SHIELD_NORMAL (time of shield duration)
982 - EL_SHIELD_DEADLY (time of shield duration)
983 - EL_EXTRA_TIME (time added to level time)
984 - EL_TIME_ORB_FULL (time added to level time)
987 * added "wind direction" as a movement pattern for custom elements
988 * added initial wind direction for balloon / custom elements to editor
989 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
992 * added parameters for "game of life" and "biomaze" elements to editor
995 * added level file chunk "CONF" for generic level and element settings
998 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1001 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1002 * added sound action ".page[1]" to ".page[32]" for each CE change page
1005 * added image config suffix ".clone_from" to copy whole image settings
1006 * fixed bug with invalid ("undefined") CE settings in old level files
1009 * fixed graphical bug with smashing elements falling faster than player
1012 * fixed major bug which prevented private levels from being edited
1013 * fixed bug with precedence of general and special font definitions
1016 * fixed graphical bug with player animation when player moves slowly
1019 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1022 * fixed bug which prevented "global.num_toons: 0" from working
1025 * major code cleanup (removed all these annoying "#if 0" blocks)
1028 * added custom element actions for CE change page in level editor
1031 * fixed music initialization bug in init.c (thanks to David Binderman)
1032 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1033 (this bug must probably be fixed at other places, too)
1036 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1037 (should be '#include <SDL.h>' instead)
1040 * fixed bug which prevented "walkable from no direction" from working
1041 (due to compatibility code overwriting this setting after loading)
1044 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1047 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1048 * version 3.1.1 released
1051 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1052 on 64-bit architecture systems with LP64 data model
1055 * fixed bug with bombs not exploding when hitting the last level line
1056 (introduced after the release of 3.1.0)
1059 * added support for dumping small-sized level sketches from editor
1062 * added recognition of "trigger element" for "change digged element to"
1063 (this is not really what the "trigger element" was made for, but its
1064 use may seem obvious for leaving back digged elements unchanged)
1067 * fixed multiple warnings about failed joystick device initialization
1070 * fixed bug with dynamite dropped on top of just dropped custom element
1071 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1072 dynamite can still be dropped, but drop key must be released before
1075 * fixed bug with wrong start directory when started from file browser
1076 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1079 * fixed bug causing "change when impact" on player not working
1080 * fixed wrong priority of "hitting something" over "hitting <element>"
1081 * fixed wrong priority of "hit by something" over "hit by <element>"
1084 * fixed graphical bug which caused the player (being Murphy) to show
1085 collecting animations although the element was collected by penguin
1088 * fixed two bugs causing wrong door background graphics in system.c
1089 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1092 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1093 * added "no direction" to "walkable/passable from" selectbox options
1096 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1097 * in tape autoplay, not only report broken, but also missing tapes
1100 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1103 * fixed small bug with "linear" animation not working for active lamp
1106 * fixed bug with moving up despite gravity due to "block last field"
1107 * fixed small bug with wrong draw offset when typing name in main menu
1108 * when reading user names from "passwd", ignore data after first comma
1109 * when creating new "levelinfo.conf", only write some selected entries
1112 * fixed displaying "imported from/by" on preview with empty string
1113 * fixed ignoring draw offset for fonts used for level preview texts
1116 * fixed a delay problem with SDL and too many mouse motion events
1117 * added setup option "skip levels" and level skipping functionality
1120 * added move speed "not moving" for non-moving CEs, but with direction
1123 * fixed mapping of obsolete element token names in "editorsetup.conf"
1124 * fixed bug with sound "acid.splashing" treated as a loop sound
1125 * fixed some little sound bugs in native EM engine
1128 * fixed small bug when dragging scrollbars to end positions
1131 * added editor element descriptions written by Aaron Davidson
1134 * improved fallback handling when configured artwork is not available
1135 (now using default artwork instead of exiting when files not found)
1138 * fixed bug on level selection screen when dragging scrollbar
1141 * fixed bug which caused broken tapes when appending to EM engine tapes
1144 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1147 * added code to replace changed artwork config tokens with other tokens
1148 (needed for backwards compatibility, so that older tokens still work)
1151 * added native R'n'D graphics for some new EMC elements in EM engine
1154 * fixed some bugs in the EM engine integration code
1155 * changed EM engine code to allow diagonal movement
1156 * changed EM engine code to allow use of separate snap and drop keys
1159 * fixed some redraw bugs when using EM engine
1162 * fixed bug with not converting RND levels which are set to use native
1163 engine to native level structure when loading
1166 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1169 * version number set to 3.2.0
1172 * level data now reset to defaults after attempt to load invalid file
1175 * added use of "editorsetup.conf" for different level sets
1178 * added auto-detection for various types of Emerald Mine level files
1181 * fixed bug with scrollbars getting too small when list is very large
1184 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1187 * added most level editor configuration gadgets for new EMC elements
1190 * added more element and graphic definitions for new EMC elements
1193 * modified native EM engine to use integrated R'n'D sound system
1196 * added SDL support to graphics functions in native EM engine
1197 (by always using generic libgame interface functions)
1200 * fixed bug in frame synchronization in native EM engine
1203 * added code to convert levels between R'n'D and native EM engine
1206 * new Emerald Mine engine can now play levels selected in main menu
1209 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1210 (which creates scaled down graphics for level editor and preview);
1211 there's still a memory leak somewhere in the artwork handling code
1212 * added "scale image up" functionality to X11 version of zoom function
1215 * first attempts to integrate new, native Emerald Mine Club engine
1218 * fixed bug in gadget code which caused reset of CEs in level editor
1219 (example: pressing 'b' [grab brush] on CE config page erased values)
1220 (solution: check if gadgets in ClickOnGadget() are really mapped)
1221 * improved level change detection in editor (settings now also checked)
1222 * fixed bug with "can move into acid" and "don't collide with" state
1225 * fixed maze runner style CEs to use the configured move delay value
1228 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1231 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1232 * fixed the above fix because it broke level set "machine" (*sigh*)
1233 * fixed random element placement in level editor to work as expected
1234 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1237 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1240 * fixed bug (missing array boundary check) which caused broken tapes
1241 * fixed bug (when loading level template) which caused broken levels
1242 * fixed bug with new block last field code when using non-yellow player
1245 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1246 * internal change of how the player blocks the last field when moving
1247 * fixed blocking delay of last field for EM and SP style block delay
1248 * fixed bug where the player had to wait for the usual move delay after
1249 unsuccessfully trying to move, when he directly could move after that
1250 * the last two changes should make original Supaplex level 93 solvable
1251 * improved use of random number generator to make it less predictable
1252 * fixed behaviour of slippery SP elements to let slip left, then right
1255 * fixed bug with wrong door state after trying to quickload empty tape
1256 * fixed waste of static memory usage of the binary, making it smaller
1257 * fixed very little graphical bug in Supaplex explosion
1260 * version number set to 3.1.1
1263 * version 3.1.0 released
1266 * fixed bug with crash when writing user levelinfo.conf the first time
1269 * added option "convert LEVELDIR [NR]" to command line batch commands
1270 * re-converted Supaplex levels to apply latest engine fixes
1271 * changed "use graphic/sound of element" to "use graphic of element"
1272 due to compatibility problems with some levels ("bug machine" etc.)
1275 * fixed bug with CE change replacing player with same or other player
1278 * fixed bug with opaque font in envelope with background graphic when
1279 background graphic is not transparent itself
1282 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1283 * corrected original Supaplex level loading code to use these new ports
1284 * also corrected Supaplex loader to auto-count infotrons if set to zero
1287 * fixed bug with missing initialization of "modified" flag for GEs
1290 * fixed bug that caused endless recursion loop when relocating player
1291 * fixed tape recorder bug in "step mode" when using "pause before end"
1292 * fixed tape recorder bug when changing from "warp forward" mode
1295 * fixed bug with "when touching" for pushed elements at last position
1298 * fixed bug that caused two activated toolbox buttons in level editor
1299 * fixed bug with exploding dynabomb under player due to other explosion
1302 * fixed bug with creating walkable custom element under player (again)
1303 * fixed bug with not copying explosion type when copying CEs in editor
1304 * fixed graphical bug when drawing player in setup menu (input devices)
1305 * fixed graphical bug when the player is pushing an accessible element
1306 * fixed bug with classic switchable elements triggering CE changes
1307 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1308 * fixed crash bug when CE leaves behind the trigger player element
1311 * fixed bug with broken tubes after placing/exploding dynamite in them
1312 * fixed bug with exploding dynamite under player due to other explosion
1313 * fixed bug with not resetting push delay under certain circumstances
1316 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1317 * added network multiplayer code for Windows (thanks to Niko Böhm)
1320 * added option "reachable despite gravity" for gravity movement
1321 * changed gravity movement of most classic walkable and passable
1322 elements back to "not reachable" (for compatibility reasons)
1325 * fixed (removed) "indestructible" / "can explode" dependency in editor
1326 * fixed (removed) "accessible inside" / "protected" dependency
1327 * fixed (removed) "step mode" / "shield time" dependency
1330 * fixed dynabombs exploding now into anything diggable
1331 * fixed Supaplex style gravity movement into buggy base now impossible
1332 * added pressing key "space" as valid action to select menu options
1335 * added "replace when walkable" to relocate player to walkable element
1336 * added "enter"/"leave" event for elements affected by relocation
1337 * fixed "direct"/"indirect" change order also for "when change" event
1338 * fixed graphical bug when pushing things from elements walkable inside
1341 * fixed graphic bug when player is snapping while moving in old levels
1342 * fixed bug when a moving custom element leaves a player element behind
1343 * fixed bug with mole not disappearing when moving into acid pool
1344 * fixed bug with incomplete path setting when using "--basepath" option
1345 * moving CE can now leave walkable elements behind under the player
1346 * when relocating, player can be set on walkable element now
1347 * fixed another gravity movement bug
1350 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1353 * added "collectible" and "removable" to extended replacement types
1354 (where "removable" replaces "diggable" and "collectible" elements)
1355 * added "collectible & throwable" (to throw element to the next field)
1356 * fixed bug with CEs digging elements that are just about to explode
1357 * changed mouse cursor now always being visible when game is paused
1360 * added possibility to push/press accessible elements from a side that
1362 * fixed bug with not setting actual date when appending to tape
1365 * fixed bug with incorrectly initialized custom element editor graphics
1368 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1369 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1372 * fixed bug with destroyed robot wheel still attracting robots forever
1373 * fixed bug with time gate switch deactivating after robot wheel time
1374 (while the time gate itself is not affected by this misbehaviour)
1375 * changed behaviour of BD style amoeba to always get blocked by player
1376 (before it was different when there were non-BD elements in level)
1377 * fixed bug with player destroying indestructable elements with shield
1380 * added option to make growing elements grow into anything diggable
1381 (for the various amoeba types, biomaze and "game of life")
1384 * fixed bug with movable elements not moving after left behind by CEs
1385 * changed gravity movement to anything diggable, not only sand/base
1386 * optionally allowing passing to walkable element, not only empty space
1387 * added option "can pass to walkable element" for players
1388 * finally fixed gravity movement (hopefully)
1391 * fixed bug with movable elements not moving anymore after falling down
1394 * fixed another bug with custom elements digging and leaving elements
1395 * fixed bug with "along left/right side" and automatic start direction
1396 * trigger elements now also displayed when "more custom" deactivated
1397 * fixed bug with clipboard element initialized when loading new level
1398 * added option "drop delay" to set delay before dropping next element
1401 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1404 * added copy and paste functions for custom change pages
1405 * enhanced graphical display and functionality of tape recorder
1406 * fixed bug with custom elements digging and leaving elements
1409 * added move speed faster than "very fast" for custom elements
1410 * fixed bug with 3+3 style explosions and missing border content
1411 * fixed little bug when copying custom elements in the editor
1412 * enhanced custom element changes by more side trigger actions
1415 * added option "no scrolling when relocating" for instant teleporting
1416 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1419 * added trigger element and trigger player to use as target elements
1420 * added copy and paste functions for custom and group elements
1423 * fixed graphical bug when displaying explosion animations
1424 * fixed bug when appending to tapes, resulting in broken tapes
1425 * re-recorded a few tapes broken by fixing gravity checking bug
1428 * "can move into acid" property now for all elements independently
1429 * "can fall into acid" property for player stored in same bitfield now
1430 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1431 * version number set to 3.1.0 (finally!)
1434 * changed tape recording to only record input, not programmed actions
1437 * fixed totally broken (every 8th frame skipped) step-by-step recording
1438 * fixed bug with requester not displayed when quick-loading interrupted
1439 * added option "can fall into acid (with gravity)" for players
1440 * fixed bug with player not falling when snapping down with gravity
1443 * fixed bug which messed up key config when using keypad number keys
1446 * fixed bug which allowed moving upwards even when gravity was active
1447 * fixed bug with missing error handling when dumping levels or tapes
1450 * added different colored editor graphics for Supaplex gravity tubes
1453 * fixed bug that allowed solvable tapes for unsolvable levels
1456 * use unlimited number of droppable elements when "count" set to zero
1457 * added option to use step limit instead of time limit for level
1460 * added player and change page as trigger for custom element change
1463 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1466 * fixed bug with dark yamyam changing to acid when moving over acid
1467 * fixed handling of levels with more than 999 seconds level time
1468 (example: level 76 of "Denmine")
1471 * "spring push bug" reintroduced as configurable element property
1472 * fixed bug with missing properties for "mole"
1473 * fixed bug that showed up when fixing the above "mole" properties bug
1474 * added option "can move into acid" for all movable elements
1475 * fixed graphical bug for elements moving into acid
1476 * changed event handling to handle all pending events before going on
1479 * fixed bug which caused all CE change pages to be ignored which had
1480 the same change event, but used a different element side
1481 (reported by Simon Forsberg)
1483 * fixed bug which caused elements that can move and fall and that are
1484 transported by a conveyor belt to continue moving into that direction
1485 after leaving the conveyor belt, regardless of their own movement
1486 type; only elements which can not move are transported now
1487 (reported by Simon Forsberg)
1489 * fixed bug which could cause an array overflow in RelocatePlayer()
1490 (reported by Niko Böhm)
1492 * changed Emerald Mine style "passable / over" elements to "protected"
1493 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1495 * added new option to select from which side a "walkable/passable"
1496 element can be entered
1499 * added explosion and ignition delay for elements that can explode
1502 * fixed bug which caused player not being protected against enemies
1503 when a CE was "walkable / inside" and was not "indestructible"
1504 * added "walkable/passable" fields to be "protected/unprotected"
1505 against enemies, even if not accessible "inside" but "over/under"
1508 * corrected move pattern to 32 bit and initial move direction to 8 bit
1511 * added second custom element base configuration page
1514 * added some special EMC mappings to Emerald Mine level loader
1515 (also covering previously unknown element in level 0 of "Bondmine 8")
1518 * added option to block last field when player is moving (for Supaplex)
1519 * adjusted push delay of Supaplex elements
1520 * removed delays for envelopes etc. when replaying with maximum speed
1521 * fixed bug when dropping element on a field that just changed to empty
1524 * fixed bug: infotrons can now smash yellow disks
1525 * fixed bug: when gravity active, port above player can now be entered
1526 * removed "one white dot" mouse pointer which irritated some people
1529 * added "choice type" for group element selection
1532 * fixed bug with initial invulnerability of non-yellow player
1535 * added level loader for loading native Supaplex packed levels
1536 (including multi-part levels like the "splvls99" levels)
1539 * fixed bug which allowed creating emeralds by escaping explosions
1542 * custom elements can change (limited) or leave (unlimited) elements
1543 * finally added multiple matches using group elements
1544 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1547 * added new start movement type "previous" for continued CE movement
1548 * added new start movement type "random" for random CE movement start
1551 * added new element "sokoban_field_player" needed for Sokoban levels
1552 (thanks to Ed Booker for pointing this out!)
1555 * added elements that can be digged or left behind by custom elements
1558 * added group elements for multiple matches and random element creation
1561 * fixed some graphical errors displayed in old levels
1564 * fixed wrong double speed movement after passing closing gates
1567 * added level loader for loading native Emerald Mine levels
1570 * changes for "shooting" style CE movement
1573 * Happy New Year! ;-)
1576 * changed default snap/drop keys from left/right Shift to Control keys
1579 * fixed bug with dead player getting reanimated from custom element
1582 * fixed bug with wrong penguin graphics (when entering exit)
1585 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1588 * version number set to 3.0.9
1591 * version 3.0.8 released
1594 * added function checked_free()
1597 * fixed bug with double nut cracking sound
1598 (by eliminating "default element action sound" assignment in init.c)
1601 * fixed crash when no music info files are available
1604 * fixed boring and sleeping sounds
1607 * added "maze runner" and "maze hunter" movement types
1608 * added extended collision conditions for custom elements
1611 * added warnings for undefined token values in artwork config files
1614 * added menu entry for level set information to the info screen
1617 * fixed bug with wrong default impact sound for colored emeralds
1620 * added several sub-screens for the info screen
1621 * menu text now also clickable (not only blue/red sphere left of it)
1624 * added configurable "bored" and "sleeping" animations for the player
1625 * added "awakening" sound for player when waking up after sleeping
1628 * added "copy" and "exchange" functions for custom elements to editor
1631 * added configurable element animations for info screen
1634 * added configurable music credits for info screen
1637 * finally fixed tape recording when player is created from CE change
1640 * added "editorsetup.conf" for editor element list configuration
1643 * added "musicinfo.conf" for menu and level music configuration
1646 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1647 (that only showed up on Linux, but not on Windows systems)
1650 * fixed turning movement of butterflies and fireflies (no frame reset)
1651 * enhanced sniksnak turning movement (two steps instead of only one)
1654 * version number set to 3.0.8
1657 * version 3.0.7 released
1660 * fixed reset of player animation frame when, for example,
1661 walking, digging or collecting share the same animation
1662 * fixed CE with "deadly when touching" exploding when touching amoeba
1665 * fixed tape recording when player is created from CE element change
1668 * introduced "turning..." action graphic for elements with move delay
1669 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1670 * added turning animations for bug, spaceship and sniksnak
1673 * prevent "extended" changed elements from delay change in same frame
1676 * fixed bug when pushing element that can move away to the side
1677 (like pushing falling elements, but now with moving elements)
1680 * finally fixed serious bug in code for delayed element pushing (again)
1683 * unavailable setup options now marked as "n/a" instead of "off"
1684 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1685 to "true", levels are always played with the latest game engine,
1686 which is desired for levels that are imported from other games; all
1687 other levels are played with the engine version stored in level file
1688 (which is normally the engine version the level was created with)
1691 * fixed serious bug in code for delayed element pushing
1692 * fixed little bug in animation frame selection for pushed elements
1693 * speed-up of reading config file for verbose output
1696 * added configuration option for opening and closing Supaplex exit
1697 * added configuration option for moving up/down animation for Murphy
1698 * fixed incorrectly displayed animation for attacking dragon
1699 * fixed bug with not setting initial gravity for each new game
1700 * fixed bug with teleportation of player by custom element change
1701 * fixed bug with player not getting smashed by rock sometimes
1704 * version number set to 3.0.7
1707 * version 3.0.6 released
1710 * added support for MP3 music for SDL version through SMPEG library
1713 * fixed bug when initializing font graphic structure
1714 * fixed bug with animation mode "pingpong" when using only 1 frame
1715 * fixed bug with extended change target introduced in 3.0.5
1716 * fixed bug where passing over moving element doubles player speed
1717 * fixed bug with elements continuing to move into push direction
1718 * fixed bug with duplicated player when dropping bomb with shield on
1719 * added "switching" event for custom elements ("pressing" only once)
1720 * fixed switching bug (resetting flag when not switching but not idle)
1723 * fixed element tokens for certain file elements with ".active" etc.
1726 * version number set to 3.0.6
1729 * version 3.0.5 released
1732 * now four envelope elements available
1733 * font, background, animation and sound for envelope now configurable
1734 * main menu doors opening/closing animation type now configurable
1737 * active/inactive sides configurable for custom element changes
1738 * new movement type "move when pushed" available for custom elements
1741 * fixed bug in multiple config pages loader code that caused crashes
1744 * enhanced (remaining low-resolution) Supaplex graphics
1747 * version number set to 3.0.5
1750 * version 3.0.4 released
1752 2003-09-12 src/tools.c
1753 * fixed bug in custom definition of crumbled element graphics
1755 2003-09-11 src/files.c
1756 * fixed bug in multiple config pages code that caused crashes
1759 * version number set to 3.0.4
1762 * version 3.0.3 released
1765 * added music to Supaplex classic level set
1767 2003-09-07 src/libgame/misc.c
1768 * added support for loading various music formats through SDL_mixer
1770 2003-09-06 (various source files)
1771 * fixed several nasty bugs that may have caused crashes on some systems
1772 * added envelope content which gets displayed when collecting envelope
1773 * added multiple change event pages for custom elements
1775 2003-08-24 src/game.c
1776 * fixed problem with player animation when snapping and moving
1778 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1779 * fixed problem with flickering when drawing toon animations
1781 2003-08-23 src/libgame/sdl.c
1782 * fixed problem with setting mouse cursor in SDL version in fullscreen
1784 2003-08-23 src/game.c
1785 * fixed bug (missing array boundary check) which could crash the game
1788 * version number set to 3.0.3
1791 * version 3.0.2 released
1793 2003-08-21 src/game.c
1794 * fixed bug with creating inaccessible elements at player position
1796 2003-08-20 src/init.c
1797 * fixed bug with not finding current level artwork directory
1799 2003-08-20 src/files.c
1800 * fixed bug with choosing wrong engine version when playing tapes
1801 * fixed bug with messing up custom element properties in 3.0.0 levels
1804 * version number set to 3.0.2
1807 * version 3.0.1 released
1809 2003-08-17 (no source files affected)
1810 * changed all "classic" PCX image files with 16 colors or less to
1811 256 color (8 bit) storage format, because the Allegro game library
1812 cannot handle PCX files with less than 256 colors (contributed
1813 graphics are not affected and might look wrong in the DOS version)
1815 2003-08-16 src/init.c
1816 * fixed bug which (for example) crashed the level editor when defining
1817 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1818 (only set to default) -- invalid graphics now set to default graphic
1820 2003-08-16 src/init.c
1821 * fixed graphical bug of player digging/collecting/snapping element
1822 when no corresponding graphic/animation is defined for this action,
1823 resulting in player being drawn as EL_EMPTY (which should only be
1824 done to elements being collected, but not to the player)
1826 2003-08-16 src/game.c
1827 * fixed small graphical bug of player not totally moving into exit
1829 2003-08-16 src/libgame/setup.c
1830 * fixed bug with wrong MS-DOS 8.3 filename conversion
1832 2003-08-16 src/tools.c
1833 * fixed bug with invisible mouse cursor when pressing ESC while playing
1835 2003-08-16 (various source files)
1836 * added another 128 custom elements (disabled in editor by default)
1838 2003-08-16 src/editor.c
1839 * fixed NULL string bug causing Solaris to crash in sprintf()
1841 2003-08-16 src/screen.c
1842 * fixed drawing over scrollbar on level selection with custom fonts
1844 2003-08-15 src/game.c
1845 * cleanup of simple sounds / loop sounds / music settings
1847 2003-08-08 (various source files)
1848 * added custom element property for dropping collected elements
1850 2003-08-08 src/conf_gfx.c
1851 * fixed bug with missing graphic for active red disk bomb
1853 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1854 * extended variable "level.gravity" to "level.initial_gravity" and
1855 "game.current_gravity" to prevent level setting from being changed
1856 by playing the level (keeping the runtime value after playing)
1858 * fixed graphics bug when digging element that has 'crumbled' graphic
1859 definition, but not 'diggable' graphic definition
1862 * version number set to 3.0.1
1865 * version 3.0.0 released
1868 * various bug fixes; among others:
1869 - fixed bug with pushing spring over empty space
1870 - fixed bug with leaving tube while placing dynamite
1871 - fixed bug with explosion of smashed penguins
1872 - allow Murphy player graphic in levels with non-Supaplex elements
1876 * I have forgotten to document changes for some time
1879 * pre-release version 2.2.0rc1 released
1882 * version number set to 2.1.2
1885 * version 2.1.1 released
1888 * version number set to 2.1.1
1891 * version 2.1.0 released
1894 * version number set to 2.1.0
1896 2002-04-03 to 2002-05-19 (various source files)
1897 * graphics, sounds and music now fully configurable
1898 * bug fixed that prevented walking through tubes when gravity on
1900 2002-04-02 src/events.c, src/editor.c
1901 * Make Escape key less aggressive when playing or when editing level.
1902 This can be configured as an option in the setup menu. (Default is
1903 "less aggressive" which means "ask user if something can be lost"
1904 when pressing the Escape key.)
1906 2002-04-02 src/screen.c
1907 * Added "graphics setup" screen.
1909 2002-04-01 src/screen.c
1910 * Changed "choose level" setup screen stuff to be more generic (to
1911 make it easier to add more "choose from generic tree" setup screens).
1913 2002-04-01 src/config.c, src/timestamp.h
1914 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1915 automatically gets created by "src/Makefile" and contains an actual
1916 compile-time timestamp to identify development versions of the game).
1918 2002-03-31 src/tape.c, src/events.c
1919 * Added quick game/tape save/load functions to tape stuff which can be
1920 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1921 loads previously recorded tape and directly goes into recording mode
1922 from the end of the tape (therefore appending to the tape).
1924 2002-03-31 src/tape.c
1925 * Added "index mark" function to tape recorder. When playing or
1926 recording, "eject" button changes to "index" button. Setting index
1927 mark is not yet implemented, but pressing index button when playing
1928 allows very quick advancing to end of tape (when normal playing),
1929 very fast forward mode (when playing with normal fast forward) or
1930 very fast reaching of "pause before end of tape" (when playing with
1931 "pause before end" playing mode).
1933 2002-03-30 src/cartoons.c
1934 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1936 2002-03-29 src/screen.c
1937 * Changed setup screen stuff to be more generic (to make it easier
1938 to add more setup screens).
1940 2002-03-23 src/main.c, src/main.h
1941 * Various changes due to the introduction of the new libgame files
1942 "setup.c" and "joystick.c".
1944 2002-03-23 src/files.c
1945 * Generic parts of "src/files.c" (mainly setup and level directory
1946 stuff) moved to new libgame file "src/libgame/setup.c".
1948 2002-03-23 src/joystick.c
1949 * File "src/joystick.c" moved to libgame source tree, with
1950 correspondig changes.
1952 2002-03-22 src/screens.c
1953 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1954 (Wrong level series information displayed when entering main group.)
1956 2002-03-22 src/editor.c
1957 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1959 2002-03-22 src/editor.c
1960 * Changed behaviour of "Escape" key in level editor to be more
1961 intuitive: When in "Element Properties" or "Level Info" mode,
1962 return to "Drawing Mode" instead of leaving the level editor.
1964 2002-03-21 src/game.c, src/editor.c, src/files.c
1965 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1966 gems (emeralds, diamonds, ...) slipping down from normal wall,
1967 steel wall and growing wall (as in E.M.C. style levels). Although
1968 the behaviour of contributed and private levels wasn't changed (due
1969 to the use of "level.game_version"; see previous entry), editing
1970 those levels will (of course) change the behaviour accordingly.
1972 This change seems a bit too hard after thinking about it, because
1973 the EM style behaviour is not the "expected" behaviour (gems would
1974 normally only slip down from "rounded" walls). Therefore this was
1975 now changed to an element property for gem style elements, with the
1976 default setting "off" (which means: no special EM style behaviour).
1977 To fix older converted levels, this flag is set to "on" for pre-2.0
1978 levels that are neither contributed nor private levels.
1980 2002-03-20 src/files.h
1981 * Corrected settings for "level.game_version" depending of level type.
1982 (Contributed and private levels always get played with game engine
1983 version they were created with, while converted levels always get
1984 played with the most recent version of the game engine, to let new
1985 corrections of the emulation behaviour take effect.)
1987 2002-03-20 src/main.h
1988 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1989 compiling the SDL version on some systems.
1990 Thanks to the several people who pointed this out.
1993 * Version number set to 2.0.2.
1996 * Version 2.0.1 released.
1998 2002-03-18 src/screens.c
1999 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2001 2002-03-18 src/files.c [src/libgame/misc.c]
2002 * Moved some common functions from src/files.c to src/libgame/misc.c.
2004 2002-03-18 src/files.c [src/libgame/misc.c]
2005 * Changed permissions for new directories and saved files (especially
2006 score files) according to suggestions of Debian users and mantainers.
2007 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2009 2002-03-17 src/files.c
2010 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2011 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2012 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2013 for levels and "TAPE" for tapes). Old "cookie" style format is
2014 still supported for reading. New level and tape files are written
2017 * New IFF chunk "VERS" contains version numbers for file and game
2018 (where "game version" is the version of the program that wrote the
2019 file, and "file version" is a version number to distinguish files
2020 with different format, for example after adding new features).
2022 2002-03-15 src/screen.c
2023 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2024 (Before, you heard a mixture of the in-game music and the
2025 hall-of-fame music.)
2027 2002-03-14 src/events.c
2028 * Function "DumpTape()" (files.c) now available by pressing 't' from
2029 main menu (when in DEBUG mode).
2031 2002-03-14 src/game.c
2032 * "GameWon()": When game was won playing a tape, now there is no delay
2033 raising the score and no corresponding sound is played.
2035 2002-03-14 src/files.c
2036 * Changed "LoadTape()" for real chunk support and also adjusted
2037 "SaveTape()" accordingly.
2039 2002-03-14 src/game.c, src/tape.c, src/files.c
2040 * Important changes to tape format: The old tape format stored all
2041 actions with a real effect with a corresponding delay between the
2042 stored actions. This had some major disadvantages (for example,
2043 push delays had to be ignored, pressing a button for some seconds
2044 mutated to several single button presses because of the non-action
2045 delays between two action frames etc.). The new tape format just
2046 stupidly records all device actions and replays them later. I really
2047 don't know why I haven't solved it that way before?! Old-style tapes
2048 (with tape file version less than 2.0) get converted to the new
2049 format on-the-fly when loading and can therefore still be played;
2050 only some minor parts of the old-style tape handling code was needed.
2051 (A perfect conversion is not possible, because there is information
2052 missing about the device actions between two action frames.)
2054 2002-03-14 src/files.c
2055 * New function "DumpTape()" to dump the contents of the current tape
2056 in a human readable format.
2058 2002-03-14 src/game.c
2059 * Small tape bug fixed: When automatically advancing to next level
2060 after a game was won, the tape from the previous level still was
2061 loaded as a tape for the new level.
2063 2002-03-14 src/tape.c
2064 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2065 tape, cartoons did not get completely removed because
2066 StopAnimation() was not called.
2068 2002-03-13 src/files.c
2069 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2070 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2071 size even when using 16-bit elements). Added new chunk "CNT2" for
2072 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2073 chunk even when content was 16-bit element). "CNT2" should now be
2074 able to store content for arbitrary elements (up to eight blocks of
2075 3 x 3 element arrays). All "CNT2" elements will always be stored as
2076 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2078 2002-03-13 src/files.c
2079 * Changed "LoadLevel()" for real chunk support.
2081 2002-03-12 src/game.c
2082 * Fixed problem (introduced after 2.0.0 release) with penguins
2083 not getting killed by enemies
2085 2002-02-24 src/game.c, src/main.h
2086 * Added "player->is_moving"; now "player->last_move_dir" does
2087 not contain any information if the player is just moving at
2089 Before, "player->last_move_dir" was misused for this purpose
2090 for the robot stuff (robots don't kill players when they are
2091 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2092 broke tapes when walking through pipes!
2093 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2094 in a continuous movement. This fact is ignored for friends and