2 * fixed problem with broken crumbled graphics after level set changes
3 when using R'n'D custom artwork with level sets using the EMC engine
6 * fixed invisible "joysticks deactivated ..." text on setup input screen
9 * added use of hashes created from static lists (element tokens, image
10 config, font tokens) to speed up lookup of configuration parameters
11 * fixed bug where element and graphic config token lookup was mixed up
14 * added "busy" animation when initializing program and loading artwork
15 * added initialization profiling for program startup (debugging only)
18 * fixed(?) very strange bug apparently triggered by memset() when code
19 was cross-compiled with MinGW cross-compiler for Windows XP platform
20 (this only happened when using SDL.dll also self-compiled with MinGW)
23 * added graphics engine directive "border.draw_masked_when_fading" that
24 enables/disables drawing of border mask over screen that is just faded
27 * fixed small problem with separate fading definition for game screen
30 * added additional configuration directives for setup screen draw offset
31 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
32 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
33 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
34 used to define draw offset on custom artwork selection screens and
35 "CHOOSE_OTHER" is used on all other list style selection screens, like
36 choosing game speed or screen mode for fullscreen mode)
37 * added additional configuration directives to define main menu buttons:
38 - menu.button_name and menu.button_name.active
39 - menu.button_levels and menu.button_levels.active
40 - menu.button_scores and menu.button_scores.active
41 - menu.button_editor and menu.button_editor.active
42 - menu.button_info and menu.button_info.active
43 - menu.button_game and menu.button_game.active
44 - menu.button_setup and menu.button_setup.active
45 - menu.button_quit and menu.button_quit.active
46 * added eight pure decoration graphic definitions for the game panel
49 * added support for accessing native Diamond Caves II level packages
50 * fixed displaying of game panel values for Emerald Mine game engine
51 * fixed displaying end-of-level time and score values on new game panel
54 * added game panel control to display arbitrary elements on game panel
55 * added game panel control to display custom element score (globally
56 unique for identical custom elements) either as value or as element
57 * added ".draw_masked" and ".draw_order" to game panel control drawing
60 * fixed some general bugs with handling of ".active" elements and fonts
63 * cleanup of game panel elements (some elements were not really needed)
64 * added displaying of gravity state (on/off) as new game panel control
65 * added animation for game panel elements (similar to game elements)
68 * added new pseudo game mode "PANEL" to define panel fonts and graphics
69 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
70 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
71 (else graphics would have to use ".PLAYING", which would be confusing)
72 * fixed bug when fading out to game screen with border mask defined
75 * added attribute ".tile_size" for element style game panel controls
78 * added <space> key as additional valid key to use for confirm requester
81 * improved menu fading, adding separate fading definitions for entering
82 and leaving a "content" screen (in general), and optional definitions
83 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
86 * added (currently invisible) setup option to define scroll delay value
87 * fixed small bug in priority handling when auto-detecting level start
88 position in levels without player element (but player from CE etc.)
89 * added option "game.forced_scroll_delay_value" to override user choice
90 of scroll delay value for certain level sets with "graphicsinfo.conf"
91 * replaced setup option "scroll delay: on/off" by new setup option that
92 directly allows selecting the desired scroll delay value from 0 to 8
95 * added displaying of most game panel control elements (not animated)
98 * added new configuration directives to display additional game engine
99 values on the game control panel, like the following examples:
100 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
101 - game.panel.penguins - number of penguins to rescue
102 - game.panel.level_name - level name of current level
105 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
108 * added new player option "no centering when relocating" for "invisible"
109 teleportations to level areas that look exactly the same, giving the
110 illusion that the player did not relocate at all (this was the default
111 since 3.2.3, but caused visual problems with room creation in "Zelda")
112 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
115 * improved menu fading, adding separate fading definitions for entering
116 and leaving a menu and for fading between menu and "content" screens
117 * fixed small bug with recognizing also ".font_xyz" style definitions
120 * improved menu fading, adding separate fading definitions for fading
121 between menu screens and fading between menu and "destination" screens
124 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
125 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
126 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
127 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
129 * improved title fading, allowing fading animation types "none", "fade"
130 and "crossfade" (including cross-fading of last title to main menu)
133 * added configurability of graphics, sounds and music for title screens,
134 which are separated into initial title screens (only shown once at
135 program startup) and title screens shown for a given level set; these
136 title screens can be composed of up to five title images and up to
137 five title text messages (each drawn using an optional background
138 image), also using background music and/or sounds; aspects like
139 background images, sounds and music of title screens can either be
140 defined generally (valid for all title screens) or specifically (and
141 therefore differently for each title screen) using these directives:
143 to define a background image, sound or music file for all screens:
144 - background.TITLE_INITIAL (for all title screens for game startup)
145 - background.TITLE (for all title screens for level sets)
147 to define a background image, sound or music file for a single screen:
148 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
149 - background.titlescreen_x (with x in 1,2,3,4,5)
150 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
151 - background.titlemessage_x (with x in 1,2,3,4,5)
153 to define the title screen images:
154 - titlescreen_initial_x (with x in 1,2,3,4,5)
155 - titlescreen_x (with x in 1,2,3,4,5)
157 to define the title text messages, place text files into the level set
158 directory that have the following file names:
159 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
160 - titlemessage_x.txt (with x in 1,2,3,4,5)
162 to define the properties of the text messages, either use directives
163 that affect all text messages:
164 - [titlemessage_initial].<suffix>
165 - [titlemessage].<suffix>
166 or use directives that affect single text messages:
167 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
168 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
170 valid values for <suffix> are the same as for readme.<suffix> below;
171 use ".sort_priority" (default: 0) to define an arbitrary order for
172 title images and title messages (which can therefore be mixed)
175 * added full configurability of "readme.txt" screen appearance:
176 - readme.x: <left position used with alignment>
177 - readme.y: <top position>
178 - readme.width: <maximim text width in pixels>
179 - readme.height: <maximum text height in pixels>
180 - readme.chars: <maximum number of chars per line>
181 - readme.lines: <maximum number of lines displayed>
182 - readme.align: left,center,right (default: center)
183 - readme.top: top,middle,bottom (default: top)
184 - readme.font: font name
185 - readme.autowrap: true,false (default: true)
186 - readme.centered: true,false (default: false)
187 - readme.parse_comments: true,false (default: true)
188 - readme.sort_priority: (not used here, but only for title screens)
189 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
190 default), they are automatically determined from "readme.width" and
191 "readme.height" accordingly; when they are not "-1", they have
192 precedence over "readme.width" and "readme.height"
193 * added internal ad-hoc config settings for displaying text files like
194 title messages or "readme.txt" style level set info files:
195 - .font: font name (default: readme.font)
196 - .autowrap: true,false (default: readme.autowrap)
197 - .centered: true,false (default: readme.centered)
198 - .parse_comments: true,false (default: readme.parse_comments)
199 (the leading '.' and the separating ':' are mandatory here); to use
200 these ad-hoc settings, they have to be written inside a comment, like
201 "# .autowrap: false" or "# .centered: true"; these settings then
202 override the above global settings (they can even be used more than
203 once, like "# .centered: true", then some text that should be drawn
204 centered, then "# .centered: false" to go back to non-centered text;
205 important note: after using "# .parse_comments: false", or when using
206 "readme.parse_comments: false", detecting and parsing comments inside
207 the file is disabled and comments are just printed like normal text;
208 also be aware that all automatic text size calculations are done with
209 the font defined in "readme.font", while using different fonts using
210 "# .font: <font>" inside the text file may cause unexpected results
213 * changed some numerical limits in the level editor from 255 to 999
216 * added option "system.sdl_videodriver" to select SDL video driver
217 * added output of SDL video and audio driver to "version info" page
220 * added group element drawing to IntelliDraw drawing functions
221 * fixed animation resetting problem again (last try broke Snake Bite)
222 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
225 * added new (special) "include: <filename>" directive that works in all
226 configuration files (like "graphicsinfo.conf") and that has the same
227 effect as if that directive would be replaced with the content of the
228 specified file (this can be useful to split large configuration files
229 into several smaller ones and include them from one main file, or to
230 store configuration settings that always stay the same into a separate
231 file, while including it and only add those parts that really change)
234 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
237 * fixed bug in "InitMovingField()" where treating an integer array as
238 boolean caused wrong resetting of animations while elements are moving
239 * fixed problem with resetting animations when starting element change
242 * added sort priority for order of title screens and title messages
245 * changed end of game again: do not wait for the user to press a key
246 anymore, but directly ask/confirm tape saving and go to hall of fame
247 * re-enabled quitting of lost game by pressing space or return again
248 * added blanking of mouse pointer when displaying title screens
249 * added remaining menu draw offset definitions for info sub-screens
252 * added setup option to select game speed (from very slow to very fast)
253 * improved handling of title text messages (initial and for level set)
256 * added new options "auto-wrap" and "centered" for DC2 style envelopes
259 * fixed displaying and typing of player name when it is centered
260 * added special characters to be allowed for player name (not only A-Z)
263 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
264 (newer versions of the SDL library seem to not like this anymore)
267 * added code for configuration directives for control of game panel
270 * fixed small cosmetical bug with underlining property tabs in editor
273 * fixed small drawing bug in X11FadeRectangle
274 * added new elements for newly supported Diamond Caves II levels:
275 - EM/DC style exits that disappear after passing
276 - white key and gate (one white key needed for each white gate)
277 - fake gate (there is no key to open/pass this kind of gate!)
278 - extended magic wall which also handles pearls and crystals
282 * changed maximum value for endless loop detection to a higher value
283 (some levels really used very deep recursion without being endless)
286 * added new elements for newly supported Diamond Caves II levels:
287 - growing steel walls
288 - snappable land mine
291 * added new elements for newly supported Diamond Caves II levels:
292 - steel text elements
295 * added level file loader for native Diamond Caves II levels
298 * version number set to 3.2.4
301 * version 3.2.3 released
304 * fixed malloc/free bug when updating EMC artwork entries in level list
305 * added workaround (warning and request to quit the current game) when
306 changing elements cause endless recursion loop (which would otherwise
307 freeze the game, causing a crash-like program exit on some systems)
310 * fixed nasty string overflow bug when entering too long envelope text
313 * added feedback sounds for menu navigation "menu.item.activating" and
314 "menu.item.selecting" (for highlighting and executing menu entries)
317 * improved "no scrolling when relocating" to also consider scroll delay
318 (meaning that the player is not automatically centered in this case;
319 this makes it possible to "invisibly" relocate the player to a region
320 of the level playfield which looks the same as the old level region)
321 * fixed bug with not recognizing "main.input.name.align" when active
324 * fixed bug with displaying masked borders over title screens when
325 screen fading is disabled
328 * fixed infinite loop / crash bug when killing the player while having
329 a CE with the setting "kill player X when explosion of <player X>"
330 * added special editor graphic for "char_space" to distinguish it from
331 "empty_space" when editing a level (in-game graphics still the same)
334 * fixed nasty bug with initialization only done for the first player
337 * small change to handle loading empty element/content list micro chunks
340 * uploaded pre-release (test) version 3.2.3-0 binary and source code
343 * some optimizations on startup speed by reducing initial text output
346 * added caching of custom artwork information for faster startup times
349 * fixed graphical bug when using fewer menu entries on level selection
350 screen than usual (with "menu.list_size.LEVELS" directive)
351 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
352 the backbuffer to the backbuffer by error (with identical rectangle)
355 * fixed bug when displaying titlescreen with size less than element tile
356 * fixed bug that caused elements with "change when digging <e>" event
357 to change for _every_ digged element, not only those specified in <e>
358 * fixed bug that caused impact style collision when dropping element one
359 tile over the player that can both fall down and smash players
360 * fixed bug that caused impact style collision when element changed to
361 falling/smashing element over the player immediately after movement
364 * fixed bug that allowed making engine snapshots from the level editor
367 * fixed bugs with player name and current level positions on main screen
370 * added configuration directives for control of title screens:
371 - "title.fade_delay" for fading time
372 - "title.post_delay" for pause between screens (when not crossfading)
373 - "title.auto_delay" to automatically continue after some time
374 these settings can each be overridden by specifying them with titles:
375 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
376 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
377 fading mode can also be specified:
378 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
379 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
380 default is using normal fading for menues and initial title screens,
381 while using cross-fading for level set title screens
382 * fixed bug with background not drawn in Hall of Fame after game was won
385 * added configuration directives for the remaining main menu items
388 * added additional configuration directives for info screen draw offset:
389 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
390 * added additional configuration directives for preview info text
391 * limited mouse wheel sensitive screen area to scrollable screen area
394 * added highlighted menu text entries to menu navigation when selected
397 * fixed bug that prevented player from correctly being created in the
398 top left corner by a custom element change in a level without player
399 * fixed bug that prevented player from being killed when indestructible,
400 non-walkable element is placed on player position by extended change
401 * added configurable menu button, text and input positions to main menu
404 * added page fading effects for remaining info sub-screens
405 * fixed small bug that caused some delays when answering door request
408 * added directives "border.draw_masked.*" for menu/playfield area and
409 door areas to display overlapping/masked borders from "global.border"
412 * fixed bug with CE with move speed "not moving" not being animated
413 * when changing player artwork by CE action, reset animation frame
416 * fixed bug with not unmapping main menu screen gadgets on other screens
417 * fixed bug with un-pausing a paused game by releasing still pressed key
418 * fixed bug with not redrawing screen when toggling to/from fullscreen
419 mode while fast reloading tape (without redrawing playfield contents)
420 * fixed bug with quick-saving tape snapshot despite answering with "no"
423 * version number set to 3.2.3
426 * version 3.2.2 released
429 * fixed bug with redrawing screen in fullscreen mode after quick tape
430 reloading when using the EMC game engine
431 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
434 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
437 * added engine snapshot functionality for instant tape reloading (this
438 only works for the last tape saved using "quick save", and does not
439 work across program restarts, because it completely works in memory)
442 * version number set to 3.2.2
445 * version 3.2.1 released
448 * fixed nasty bugs with handling error message file on Mac OS X systems
451 * general code cleanup (removing many annoying "#if 0" blocks etc.)
454 * fixed bug that caused broken tapes when manually appending to tapes
455 using the "pause before death" functionality, followed by recording
456 * added setup option to disable fading of screens for faster testing
459 * code cleanup of new fading functions
462 * changed behaviour after solved game -- do not immediately stop engine
463 * added some more smooth screen fadings (game start, hall of fame etc.)
466 * fixed bug with displaying pushed CE with value/score/delay anim_mode
469 * added configurable level preview position, tile size and dimensions
470 * added configurable game panel value positions (gems, time, score etc.)
473 * fixed small bug with time displayed incorrectly when collecting CEs
476 * fixed bug with bumpy scrolling with EM engine in double player mode
479 * added compatibility code to fix "Snake Bite" style levels that were
480 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
483 * fixed bug with scrollbars inside editor when using the Windows mouse
484 enhancement tool "True X-Mouse" (which injects key events to the event
485 queue to insert selected stuff into the Windows clipboard, which gets
486 confused with the "Insert" key for jumping to the last editor cascade
487 block in the element list)
488 * added Rocks'n'Diamonds icon for use as window icon to SDL version
489 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
492 * added selection of preferred fullscreen mode to setup / graphics menu
493 (useful if default mode 800 x 600 does not match screen aspect ratio)
496 * improved down-scaling of images for better editor and preview graphics
497 * changed user data directory for Mac OS X from Unix style to new place
500 * improved level number selection in main menu and player selection in
501 setup menu (input devices section) by using standard button gadgets
502 * added support for mouse scroll wheel (caused buggy behaviour before)
503 * added support for scrolling horizontal scrollbars with mouse wheel by
504 holding "Shift" key pressed while scrolling the wheel
505 * added support for single step mouse wheel scrolling by holding "Alt"
506 key pressed while scrolling the wheel (can be combined with "Shift")
507 * changed output file "stderr.txt" on Windows platform now always to be
508 created in the R'n'D sub-directory of the personal documents directory
509 * added Windows message box to direct to "stderr.txt" after error aborts
512 * improved general scrollbar handling (when jump-scrolling scrollbars)
515 * changed scrollbars to always show last line as first after scrolling
516 (that means jumping n - 1 screen lines instead of n screen lines)
519 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
520 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
521 * fixed special handling of vertically stacked acid becoming fake acid
524 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
525 affect multiple instances of the same CE, although this kind of
526 change condition usually only affects one single custom element
529 * version number set to 3.2.1
532 * version 3.2.0 released
535 * reorganized level editor element list a bit to match engines better
538 * fixed newly introduced bug with wrongly initializing clipboard element
541 * fixed bug with displaying visible/invisible level border in editor
544 * reorganized some elements in the level editor element list
547 * fixed bug with displaying any player as "yellow" when moving into acid
548 * fixed bug with displaying running player when player stopped at border
551 * fixed bug with player exploding when moving into acid
552 * fixed bug with level settings being reset in editor and when playing
553 (some compatibility settings being set not only after level loading)
554 * fixed crash bug when number of custom graphic frames was set to zero
555 * fixed bug with teleporting player on walkable tile not working anymore
556 * added partial compatibility support for pre-release-only "CONF" chunk
557 (to make Alan Bond's "color cycle" demo work again :-) )
560 * fixed some bugs when displaying title screens from info screen menu
561 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
564 * changed file major version to 3 to reflect level file format changes
565 * uploaded pre-release (test) version 3.2.0-8 binary and source code
568 * added new chunk "NAME" to level file format for level name settings
569 * added new chunk "NOTE" to level file format for envelope settings
570 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
571 * updated magic(5) file to recognize changed and new level file chunks
572 * removed change events "change when CE value/score changes" as unneeded
575 * changed gravity (which only affects the player) from level property
576 to player property (only makes a difference in multi-player levels)
577 * added change events "change when CE value/score changes"
578 * added change events "change when CE value/score changes of <element>"
581 * added new chunk "INFO" to level file format for global level settings
582 * added all element settings from "HEAD" chunk to "CONF" chunk
583 * added all global level settings from "HEAD" chunk to "INFO" chunk
586 * changed level file format by adding two new chunks "CUSX" (for custom
587 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
588 elements, replacing the previous "GRP1" chunk); these new IFF style
589 chunks use the new and flexible "micro chunks inside chunks" technique
590 already used with the new "CONF" chunk (for normal element properties)
591 which makes it possible to easily extend the existing level format
592 (instead of using fixed-length chunks like before, which are either
593 too big due to reserved bytes for future use, or too small when those
594 reserved bytes have all been used and even more data should be stored,
595 requiring the replacement by new and larger chunks just like it went
596 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
599 * added credits pages to the "credits" section that were really missing
600 * added some missing element descriptions to the level editor
601 * added down position of switchgate switch to the level editor
602 and allowed the use of both switch positions at the same time
603 * changed use of "Insert" and "Delete" keys to navigate element list in
604 level editor to start of previous or next cascading block of elements
607 * added the possibility to view the title screen to the info screen menu
608 * fixed some minor bugs with viewing title screens
611 * fixed bug with title (cross)fading in/out when using fullscreen mode
614 * fixed bug that forced re-defining of menu settings in local graphics
615 config file which are already defined in existing base config file
616 * fixed small bug that caused door sounds playing when music is enabled
619 * added the possibility to define up to five title screens for each
620 level set that are displayed after loading using (cross)fading in/out
621 (this was added to display the various start images of the EMC sets)
624 * added "CE score gets zero [of]" to custom element trigger conditions
625 * added setup option to display element token name in level editor
628 * added compatibility code for Juergen Bonhagen's menu artwork settings
631 * fixed bug with displaying wrong animation frame 0 after CE changes
632 * fixed bug with creating invisible elements when light switch is on
635 * added selection between ECS and AGA graphics for EMC levels to setup
638 * adjusted font handling for various narrow EMC style fonts
641 * changed EM engine behaviour back to re-allow initial rolling springs
644 * fixed handling of over-large selectboxes (less error-prone now)
645 * fixed bug when creating GE with walkable element under the player
648 * added use of "Insert" and "Delete" keys to navigate element list in
649 level editor to start of custom elements or start of group elements
650 * added virtual elements to access CE value and CE score of elements:
651 - "CE value of triggering element"
652 - "CE score of triggering element"
653 - "CE value of current element"
654 - "CE score of current element"
657 * fixed "grass" to "sand" in older EM levels (up to file version V4)
660 * changed behaviour of network games with internal errors (because of
661 different client frame counters) from immediately terminating R'n'D
662 to displaying an error message requester and stopping only the game
663 (also to prevent impression of crashes under non command-line runs)
664 * fixed playing network games with the EMC engine (did not work before)
665 * fixed bug with not scrolling the screen in multi-player mode with the
666 focus on player 1 when all players are moving in different directions
667 * fixed bug with keeping pointer to gadget even after its deallocation
668 * fixed bug with allowing "focus on all players" in network games
669 * fixed bug with player focus when playing tapes from network games
672 * uploaded pre-release (test) version 3.2.0-7 binary and source code
675 * code cleanup for game action control for R'n'D and EMC game engine
678 * fixed bug in multi-player movement with focus on both players
679 * added option to control only the focussed player with all input
682 * added player focus switching to level tape recording and re-playing
685 * fixed some bugs in player focus switching in EMC and RND game engine
688 * added special Supaplex animations for Murphy digging and snapping
689 * added special Supaplex animations for Murphy being bored and sleeping
692 * added four new yam yams with explicit start direction for EMC engine
693 * fixed bug in src/libgame/text.c with printing text outside the window
696 * fixed small bug in EMC level loader (copyright sign in EM II levels)
699 * added delayed ignition of EM style dynamite when used in R'n'D engine
700 * added limited movement range to EMC engine when focus on all players
703 * fixed bug with missing (zero) score values for native Supaplex levels
706 * added "continuous snapping" (snapping many elements while holding the
707 snap key pressed, without releasing the snap key after each element)
708 as a new player setting for more compatibility with the classic games
711 * finished scrolling for "focus on all players" in EMC graphics engine
714 * level sets with "levels: 0" are ignored for levels, but not artwork
715 * fixed bug when scanning empty level group directories (endless loop)
718 * fixed bug with explosion graphic for player using "Murphy" graphic
719 * fixed bug with explosion graphic if player leaves explosion in time
720 * changed some descriptive text in setup menu to use medium-width font
721 * added key shortcut settings for switching player focus to setup menu
724 * fixed bug with random value initialization when recording tapes
725 * fixed bug with playing single player tapes when team mode activated
728 * fixed little bug when trying to switch to player that does not exist
731 * added player switching (visual and quick) to R'n'D and EM game engine
732 * added setup option to select visual or quick in-game player switching
735 * added use of "Home" and "End" keys to handle element list in editor
738 * fixed bug with adding score when playing tape with EMC game engine
739 * added steel wall border for levels using EMC engine without border
740 * finally fixed delayed scrolling in EMC engine also for small levels
743 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
746 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
747 * fixed bug when displaying info element without action, but direction
750 * fixed minor graphical problems with springs smashing and slurping
751 (when using R'n'D style graphics instead of EMC style graphics)
754 * added scroll delay (as configured in setup) to EMC graphics engine
757 * improved screen redraw for EMC graphics engine (faster and smoother)
758 * when not scrolling, do not redraw the whole playfield if not needed
761 * added multi-player mode for EMC game engine (with up to four players)
764 * added android (can clone elements) from EMC engine to R'n'D engine
767 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
770 * added selectbox for initial player speed to player settings in editor
773 * version 3.1.2 created that is basically version 3.1.1, but with a
774 major bug fixed that prevented editing your own private levels
775 * version 3.1.2 released
778 * added magic ball (creates elements) from EMC engine to R'n'D engine
781 * uploaded fixed pre-release version 3.2.0-6 binary and source code
784 * fixed bug when using "CE can leave behind <trigger element>"
785 * added new change condition "(after/when) creation of <element>"
786 * added new change condition "(after/when) digging <element>"
787 * fixed bug accessing invalid gadget that caused crashes under Windows
788 * deactivated new possibility for multiple CE changes per frame
791 * uploaded pre-release (test) version 3.2.0-6 binary and source code
794 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
795 * fixed bug with not keeping CE value for moving CEs with only action
796 * changed CE action selectboxes in editor to be only reset when needed
799 * added option "use artwork from element" for custom player artwork
800 * added option "use explosion from element" for player explosions
803 * added cascaded element lists in the level editor
804 * added persistence for cascaded element lists by "editorcascade.conf"
805 * added dynamic element list with all elements used in current level
806 * added possibility for multiple CE changes per frame (experimental)
809 * uploaded pre-release (test) version 3.2.0-5 binary and source code
812 * changed "score for each 10 seconds/steps left" to "1 second/step"
813 * added own score for collecting "extra time" instead of sharing it
814 * added change events "switched by player" and "player switches <e>"
815 * added change events "snapped by player" and "player snaps <e>"
816 * added "set player artwork: <element choice>" to CE action options
817 * added change event "move of <element>"
820 * added "set player shield: off / normal / deadly" to CE action options
821 * added new player option "use level start element" in level editor
822 to set the correct focus at level start to elements from which the
823 player is created later (this did not work before for cascaded CE
824 changes resulting in creation of the player; it is now also possible
825 to create the player from a yam yam which is smashed at level start)
828 * added "set player speed: frozen (not moving)" to CE action options
829 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
832 * added new player option "block snap field" (enabled by default) to
833 make it possible to show a snapping animation like in Emerald Mine
836 * added dynamic selectboxes to custom element action settings in editor
837 * added "CE value" counter for custom elements (instead of "CE count")
838 * added option to use the last "CE value" after custom element change
839 * added option to use the "CE value" of other elements in CE actions
840 * fixed odd behaviour when pressing time orb in levels w/o time limit
841 * added checkbox "use time orb bug" for older levels that use this bug
844 * added missing configuration settings for the following elements:
845 - EL_TIMEGATE_SWITCH (time of open time gate)
846 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
847 - EL_SHIELD_NORMAL (time of shield duration)
848 - EL_SHIELD_DEADLY (time of shield duration)
849 - EL_EXTRA_TIME (time added to level time)
850 - EL_TIME_ORB_FULL (time added to level time)
853 * added "wind direction" as a movement pattern for custom elements
854 * added initial wind direction for balloon / custom elements to editor
855 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
858 * added parameters for "game of life" and "biomaze" elements to editor
861 * added level file chunk "CONF" for generic level and element settings
864 * uploaded pre-release (test) version 3.2.0-4 binary and source code
867 * skip empty level sets (with "levels: 0"; may be artwork base sets)
868 * added sound action ".page[1]" to ".page[32]" for each CE change page
871 * added image config suffix ".clone_from" to copy whole image settings
872 * fixed bug with invalid ("undefined") CE settings in old level files
875 * fixed graphical bug with smashing elements falling faster than player
878 * fixed major bug which prevented private levels from being edited
879 * fixed bug with precedence of general and special font definitions
882 * fixed graphical bug with player animation when player moves slowly
885 * uploaded pre-release (test) version 3.2.0-3 binary and source code
888 * fixed bug which prevented "global.num_toons: 0" from working
891 * major code cleanup (removed all these annoying "#if 0" blocks)
894 * added custom element actions for CE change page in level editor
897 * fixed music initialization bug in init.c (thanks to David Binderman)
898 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
899 (this bug must probably be fixed at other places, too)
902 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
903 (should be '#include <SDL.h>' instead)
906 * fixed bug which prevented "walkable from no direction" from working
907 (due to compatibility code overwriting this setting after loading)
910 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
913 * version number temporarily set to 3.1.1 (intermediate bugfix release)
914 * version 3.1.1 released
917 * changed some va_arg() arguments from 'long' to 'int', fixing problems
918 on 64-bit architecture systems with LP64 data model
921 * fixed bug with bombs not exploding when hitting the last level line
922 (introduced after the release of 3.1.0)
925 * added support for dumping small-sized level sketches from editor
928 * added recognition of "trigger element" for "change digged element to"
929 (this is not really what the "trigger element" was made for, but its
930 use may seem obvious for leaving back digged elements unchanged)
933 * fixed multiple warnings about failed joystick device initialization
936 * fixed bug with dynamite dropped on top of just dropped custom element
937 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
938 dynamite can still be dropped, but drop key must be released before
941 * fixed bug with wrong start directory when started from file browser
942 (due to this bug, R'n'D could not be started from KDE's Konqueror)
945 * fixed bug causing "change when impact" on player not working
946 * fixed wrong priority of "hitting something" over "hitting <element>"
947 * fixed wrong priority of "hit by something" over "hit by <element>"
950 * fixed graphical bug which caused the player (being Murphy) to show
951 collecting animations although the element was collected by penguin
954 * fixed two bugs causing wrong door background graphics in system.c
955 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
958 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
959 * added "no direction" to "walkable/passable from" selectbox options
962 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
963 * in tape autoplay, not only report broken, but also missing tapes
966 * uploaded pre-release (test) version 3.2.0-2 binary and source code
969 * fixed small bug with "linear" animation not working for active lamp
972 * fixed bug with moving up despite gravity due to "block last field"
973 * fixed small bug with wrong draw offset when typing name in main menu
974 * when reading user names from "passwd", ignore data after first comma
975 * when creating new "levelinfo.conf", only write some selected entries
978 * fixed displaying "imported from/by" on preview with empty string
979 * fixed ignoring draw offset for fonts used for level preview texts
982 * fixed a delay problem with SDL and too many mouse motion events
983 * added setup option "skip levels" and level skipping functionality
986 * added move speed "not moving" for non-moving CEs, but with direction
989 * fixed mapping of obsolete element token names in "editorsetup.conf"
990 * fixed bug with sound "acid.splashing" treated as a loop sound
991 * fixed some little sound bugs in native EM engine
994 * fixed small bug when dragging scrollbars to end positions
997 * added editor element descriptions written by Aaron Davidson
1000 * improved fallback handling when configured artwork is not available
1001 (now using default artwork instead of exiting when files not found)
1004 * fixed bug on level selection screen when dragging scrollbar
1007 * fixed bug which caused broken tapes when appending to EM engine tapes
1010 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1013 * added code to replace changed artwork config tokens with other tokens
1014 (needed for backwards compatibility, so that older tokens still work)
1017 * added native R'n'D graphics for some new EMC elements in EM engine
1020 * fixed some bugs in the EM engine integration code
1021 * changed EM engine code to allow diagonal movement
1022 * changed EM engine code to allow use of separate snap and drop keys
1025 * fixed some redraw bugs when using EM engine
1028 * fixed bug with not converting RND levels which are set to use native
1029 engine to native level structure when loading
1032 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1035 * version number set to 3.2.0
1038 * level data now reset to defaults after attempt to load invalid file
1041 * added use of "editorsetup.conf" for different level sets
1044 * added auto-detection for various types of Emerald Mine level files
1047 * fixed bug with scrollbars getting too small when list is very large
1050 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1053 * added most level editor configuration gadgets for new EMC elements
1056 * added more element and graphic definitions for new EMC elements
1059 * modified native EM engine to use integrated R'n'D sound system
1062 * added SDL support to graphics functions in native EM engine
1063 (by always using generic libgame interface functions)
1066 * fixed bug in frame synchronization in native EM engine
1069 * added code to convert levels between R'n'D and native EM engine
1072 * new Emerald Mine engine can now play levels selected in main menu
1075 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1076 (which creates scaled down graphics for level editor and preview);
1077 there's still a memory leak somewhere in the artwork handling code
1078 * added "scale image up" functionality to X11 version of zoom function
1081 * first attempts to integrate new, native Emerald Mine Club engine
1084 * fixed bug in gadget code which caused reset of CEs in level editor
1085 (example: pressing 'b' [grab brush] on CE config page erased values)
1086 (solution: check if gadgets in ClickOnGadget() are really mapped)
1087 * improved level change detection in editor (settings now also checked)
1088 * fixed bug with "can move into acid" and "don't collide with" state
1091 * fixed maze runner style CEs to use the configured move delay value
1094 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1097 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1098 * fixed the above fix because it broke level set "machine" (*sigh*)
1099 * fixed random element placement in level editor to work as expected
1100 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1103 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1106 * fixed bug (missing array boundary check) which caused broken tapes
1107 * fixed bug (when loading level template) which caused broken levels
1108 * fixed bug with new block last field code when using non-yellow player
1111 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1112 * internal change of how the player blocks the last field when moving
1113 * fixed blocking delay of last field for EM and SP style block delay
1114 * fixed bug where the player had to wait for the usual move delay after
1115 unsuccessfully trying to move, when he directly could move after that
1116 * the last two changes should make original Supaplex level 93 solvable
1117 * improved use of random number generator to make it less predictable
1118 * fixed behaviour of slippery SP elements to let slip left, then right
1121 * fixed bug with wrong door state after trying to quickload empty tape
1122 * fixed waste of static memory usage of the binary, making it smaller
1123 * fixed very little graphical bug in Supaplex explosion
1126 * version number set to 3.1.1
1129 * version 3.1.0 released
1132 * fixed bug with crash when writing user levelinfo.conf the first time
1135 * added option "convert LEVELDIR [NR]" to command line batch commands
1136 * re-converted Supaplex levels to apply latest engine fixes
1137 * changed "use graphic/sound of element" to "use graphic of element"
1138 due to compatibility problems with some levels ("bug machine" etc.)
1141 * fixed bug with CE change replacing player with same or other player
1144 * fixed bug with opaque font in envelope with background graphic when
1145 background graphic is not transparent itself
1148 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1149 * corrected original Supaplex level loading code to use these new ports
1150 * also corrected Supaplex loader to auto-count infotrons if set to zero
1153 * fixed bug with missing initialization of "modified" flag for GEs
1156 * fixed bug that caused endless recursion loop when relocating player
1157 * fixed tape recorder bug in "step mode" when using "pause before end"
1158 * fixed tape recorder bug when changing from "warp forward" mode
1161 * fixed bug with "when touching" for pushed elements at last position
1164 * fixed bug that caused two activated toolbox buttons in level editor
1165 * fixed bug with exploding dynabomb under player due to other explosion
1168 * fixed bug with creating walkable custom element under player (again)
1169 * fixed bug with not copying explosion type when copying CEs in editor
1170 * fixed graphical bug when drawing player in setup menu (input devices)
1171 * fixed graphical bug when the player is pushing an accessible element
1172 * fixed bug with classic switchable elements triggering CE changes
1173 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1174 * fixed crash bug when CE leaves behind the trigger player element
1177 * fixed bug with broken tubes after placing/exploding dynamite in them
1178 * fixed bug with exploding dynamite under player due to other explosion
1179 * fixed bug with not resetting push delay under certain circumstances
1182 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1183 * added network multiplayer code for Windows (thanks to Niko Böhm)
1186 * added option "reachable despite gravity" for gravity movement
1187 * changed gravity movement of most classic walkable and passable
1188 elements back to "not reachable" (for compatibility reasons)
1191 * fixed (removed) "indestructible" / "can explode" dependency in editor
1192 * fixed (removed) "accessible inside" / "protected" dependency
1193 * fixed (removed) "step mode" / "shield time" dependency
1196 * fixed dynabombs exploding now into anything diggable
1197 * fixed Supaplex style gravity movement into buggy base now impossible
1198 * added pressing key "space" as valid action to select menu options
1201 * added "replace when walkable" to relocate player to walkable element
1202 * added "enter"/"leave" event for elements affected by relocation
1203 * fixed "direct"/"indirect" change order also for "when change" event
1204 * fixed graphical bug when pushing things from elements walkable inside
1207 * fixed graphic bug when player is snapping while moving in old levels
1208 * fixed bug when a moving custom element leaves a player element behind
1209 * fixed bug with mole not disappearing when moving into acid pool
1210 * fixed bug with incomplete path setting when using "--basepath" option
1211 * moving CE can now leave walkable elements behind under the player
1212 * when relocating, player can be set on walkable element now
1213 * fixed another gravity movement bug
1216 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1219 * added "collectible" and "removable" to extended replacement types
1220 (where "removable" replaces "diggable" and "collectible" elements)
1221 * added "collectible & throwable" (to throw element to the next field)
1222 * fixed bug with CEs digging elements that are just about to explode
1223 * changed mouse cursor now always being visible when game is paused
1226 * added possibility to push/press accessible elements from a side that
1228 * fixed bug with not setting actual date when appending to tape
1231 * fixed bug with incorrectly initialized custom element editor graphics
1234 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1235 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1238 * fixed bug with destroyed robot wheel still attracting robots forever
1239 * fixed bug with time gate switch deactivating after robot wheel time
1240 (while the time gate itself is not affected by this misbehaviour)
1241 * changed behaviour of BD style amoeba to always get blocked by player
1242 (before it was different when there were non-BD elements in level)
1243 * fixed bug with player destroying indestructable elements with shield
1246 * added option to make growing elements grow into anything diggable
1247 (for the various amoeba types, biomaze and "game of life")
1250 * fixed bug with movable elements not moving after left behind by CEs
1251 * changed gravity movement to anything diggable, not only sand/base
1252 * optionally allowing passing to walkable element, not only empty space
1253 * added option "can pass to walkable element" for players
1254 * finally fixed gravity movement (hopefully)
1257 * fixed bug with movable elements not moving anymore after falling down
1260 * fixed another bug with custom elements digging and leaving elements
1261 * fixed bug with "along left/right side" and automatic start direction
1262 * trigger elements now also displayed when "more custom" deactivated
1263 * fixed bug with clipboard element initialized when loading new level
1264 * added option "drop delay" to set delay before dropping next element
1267 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1270 * added copy and paste functions for custom change pages
1271 * enhanced graphical display and functionality of tape recorder
1272 * fixed bug with custom elements digging and leaving elements
1275 * added move speed faster than "very fast" for custom elements
1276 * fixed bug with 3+3 style explosions and missing border content
1277 * fixed little bug when copying custom elements in the editor
1278 * enhanced custom element changes by more side trigger actions
1281 * added option "no scrolling when relocating" for instant teleporting
1282 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1285 * added trigger element and trigger player to use as target elements
1286 * added copy and paste functions for custom and group elements
1289 * fixed graphical bug when displaying explosion animations
1290 * fixed bug when appending to tapes, resulting in broken tapes
1291 * re-recorded a few tapes broken by fixing gravity checking bug
1294 * "can move into acid" property now for all elements independently
1295 * "can fall into acid" property for player stored in same bitfield now
1296 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1297 * version number set to 3.1.0 (finally!)
1300 * changed tape recording to only record input, not programmed actions
1303 * fixed totally broken (every 8th frame skipped) step-by-step recording
1304 * fixed bug with requester not displayed when quick-loading interrupted
1305 * added option "can fall into acid (with gravity)" for players
1306 * fixed bug with player not falling when snapping down with gravity
1309 * fixed bug which messed up key config when using keypad number keys
1312 * fixed bug which allowed moving upwards even when gravity was active
1313 * fixed bug with missing error handling when dumping levels or tapes
1316 * added different colored editor graphics for Supaplex gravity tubes
1319 * fixed bug that allowed solvable tapes for unsolvable levels
1322 * use unlimited number of droppable elements when "count" set to zero
1323 * added option to use step limit instead of time limit for level
1326 * added player and change page as trigger for custom element change
1329 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1332 * fixed bug with dark yamyam changing to acid when moving over acid
1333 * fixed handling of levels with more than 999 seconds level time
1334 (example: level 76 of "Denmine")
1337 * "spring push bug" reintroduced as configurable element property
1338 * fixed bug with missing properties for "mole"
1339 * fixed bug that showed up when fixing the above "mole" properties bug
1340 * added option "can move into acid" for all movable elements
1341 * fixed graphical bug for elements moving into acid
1342 * changed event handling to handle all pending events before going on
1345 * fixed bug which caused all CE change pages to be ignored which had
1346 the same change event, but used a different element side
1347 (reported by Simon Forsberg)
1349 * fixed bug which caused elements that can move and fall and that are
1350 transported by a conveyor belt to continue moving into that direction
1351 after leaving the conveyor belt, regardless of their own movement
1352 type; only elements which can not move are transported now
1353 (reported by Simon Forsberg)
1355 * fixed bug which could cause an array overflow in RelocatePlayer()
1356 (reported by Niko Böhm)
1358 * changed Emerald Mine style "passable / over" elements to "protected"
1359 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1361 * added new option to select from which side a "walkable/passable"
1362 element can be entered
1365 * added explosion and ignition delay for elements that can explode
1368 * fixed bug which caused player not being protected against enemies
1369 when a CE was "walkable / inside" and was not "indestructible"
1370 * added "walkable/passable" fields to be "protected/unprotected"
1371 against enemies, even if not accessible "inside" but "over/under"
1374 * corrected move pattern to 32 bit and initial move direction to 8 bit
1377 * added second custom element base configuration page
1380 * added some special EMC mappings to Emerald Mine level loader
1381 (also covering previously unknown element in level 0 of "Bondmine 8")
1384 * added option to block last field when player is moving (for Supaplex)
1385 * adjusted push delay of Supaplex elements
1386 * removed delays for envelopes etc. when replaying with maximum speed
1387 * fixed bug when dropping element on a field that just changed to empty
1390 * fixed bug: infotrons can now smash yellow disks
1391 * fixed bug: when gravity active, port above player can now be entered
1392 * removed "one white dot" mouse pointer which irritated some people
1395 * added "choice type" for group element selection
1398 * fixed bug with initial invulnerability of non-yellow player
1401 * added level loader for loading native Supaplex packed levels
1402 (including multi-part levels like the "splvls99" levels)
1405 * fixed bug which allowed creating emeralds by escaping explosions
1408 * custom elements can change (limited) or leave (unlimited) elements
1409 * finally added multiple matches using group elements
1410 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1413 * added new start movement type "previous" for continued CE movement
1414 * added new start movement type "random" for random CE movement start
1417 * added new element "sokoban_field_player" needed for Sokoban levels
1418 (thanks to Ed Booker for pointing this out!)
1421 * added elements that can be digged or left behind by custom elements
1424 * added group elements for multiple matches and random element creation
1427 * fixed some graphical errors displayed in old levels
1430 * fixed wrong double speed movement after passing closing gates
1433 * added level loader for loading native Emerald Mine levels
1436 * changes for "shooting" style CE movement
1439 * Happy New Year! ;-)
1442 * changed default snap/drop keys from left/right Shift to Control keys
1445 * fixed bug with dead player getting reanimated from custom element
1448 * fixed bug with wrong penguin graphics (when entering exit)
1451 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1454 * version number set to 3.0.9
1457 * version 3.0.8 released
1460 * added function checked_free()
1463 * fixed bug with double nut cracking sound
1464 (by eliminating "default element action sound" assignment in init.c)
1467 * fixed crash when no music info files are available
1470 * fixed boring and sleeping sounds
1473 * added "maze runner" and "maze hunter" movement types
1474 * added extended collision conditions for custom elements
1477 * added warnings for undefined token values in artwork config files
1480 * added menu entry for level set information to the info screen
1483 * fixed bug with wrong default impact sound for colored emeralds
1486 * added several sub-screens for the info screen
1487 * menu text now also clickable (not only blue/red sphere left of it)
1490 * added configurable "bored" and "sleeping" animations for the player
1491 * added "awakening" sound for player when waking up after sleeping
1494 * added "copy" and "exchange" functions for custom elements to editor
1497 * added configurable element animations for info screen
1500 * added configurable music credits for info screen
1503 * finally fixed tape recording when player is created from CE change
1506 * added "editorsetup.conf" for editor element list configuration
1509 * added "musicinfo.conf" for menu and level music configuration
1512 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1513 (that only showed up on Linux, but not on Windows systems)
1516 * fixed turning movement of butterflies and fireflies (no frame reset)
1517 * enhanced sniksnak turning movement (two steps instead of only one)
1520 * version number set to 3.0.8
1523 * version 3.0.7 released
1526 * fixed reset of player animation frame when, for example,
1527 walking, digging or collecting share the same animation
1528 * fixed CE with "deadly when touching" exploding when touching amoeba
1531 * fixed tape recording when player is created from CE element change
1534 * introduced "turning..." action graphic for elements with move delay
1535 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1536 * added turning animations for bug, spaceship and sniksnak
1539 * prevent "extended" changed elements from delay change in same frame
1542 * fixed bug when pushing element that can move away to the side
1543 (like pushing falling elements, but now with moving elements)
1546 * finally fixed serious bug in code for delayed element pushing (again)
1549 * unavailable setup options now marked as "n/a" instead of "off"
1550 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1551 to "true", levels are always played with the latest game engine,
1552 which is desired for levels that are imported from other games; all
1553 other levels are played with the engine version stored in level file
1554 (which is normally the engine version the level was created with)
1557 * fixed serious bug in code for delayed element pushing
1558 * fixed little bug in animation frame selection for pushed elements
1559 * speed-up of reading config file for verbose output
1562 * added configuration option for opening and closing Supaplex exit
1563 * added configuration option for moving up/down animation for Murphy
1564 * fixed incorrectly displayed animation for attacking dragon
1565 * fixed bug with not setting initial gravity for each new game
1566 * fixed bug with teleportation of player by custom element change
1567 * fixed bug with player not getting smashed by rock sometimes
1570 * version number set to 3.0.7
1573 * version 3.0.6 released
1576 * added support for MP3 music for SDL version through SMPEG library
1579 * fixed bug when initializing font graphic structure
1580 * fixed bug with animation mode "pingpong" when using only 1 frame
1581 * fixed bug with extended change target introduced in 3.0.5
1582 * fixed bug where passing over moving element doubles player speed
1583 * fixed bug with elements continuing to move into push direction
1584 * fixed bug with duplicated player when dropping bomb with shield on
1585 * added "switching" event for custom elements ("pressing" only once)
1586 * fixed switching bug (resetting flag when not switching but not idle)
1589 * fixed element tokens for certain file elements with ".active" etc.
1592 * version number set to 3.0.6
1595 * version 3.0.5 released
1598 * now four envelope elements available
1599 * font, background, animation and sound for envelope now configurable
1600 * main menu doors opening/closing animation type now configurable
1603 * active/inactive sides configurable for custom element changes
1604 * new movement type "move when pushed" available for custom elements
1607 * fixed bug in multiple config pages loader code that caused crashes
1610 * enhanced (remaining low-resolution) Supaplex graphics
1613 * version number set to 3.0.5
1616 * version 3.0.4 released
1618 2003-09-12 src/tools.c
1619 * fixed bug in custom definition of crumbled element graphics
1621 2003-09-11 src/files.c
1622 * fixed bug in multiple config pages code that caused crashes
1625 * version number set to 3.0.4
1628 * version 3.0.3 released
1631 * added music to Supaplex classic level set
1633 2003-09-07 src/libgame/misc.c
1634 * added support for loading various music formats through SDL_mixer
1636 2003-09-06 (various source files)
1637 * fixed several nasty bugs that may have caused crashes on some systems
1638 * added envelope content which gets displayed when collecting envelope
1639 * added multiple change event pages for custom elements
1641 2003-08-24 src/game.c
1642 * fixed problem with player animation when snapping and moving
1644 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1645 * fixed problem with flickering when drawing toon animations
1647 2003-08-23 src/libgame/sdl.c
1648 * fixed problem with setting mouse cursor in SDL version in fullscreen
1650 2003-08-23 src/game.c
1651 * fixed bug (missing array boundary check) which could crash the game
1654 * version number set to 3.0.3
1657 * version 3.0.2 released
1659 2003-08-21 src/game.c
1660 * fixed bug with creating inaccessible elements at player position
1662 2003-08-20 src/init.c
1663 * fixed bug with not finding current level artwork directory
1665 2003-08-20 src/files.c
1666 * fixed bug with choosing wrong engine version when playing tapes
1667 * fixed bug with messing up custom element properties in 3.0.0 levels
1670 * version number set to 3.0.2
1673 * version 3.0.1 released
1675 2003-08-17 (no source files affected)
1676 * changed all "classic" PCX image files with 16 colors or less to
1677 256 color (8 bit) storage format, because the Allegro game library
1678 cannot handle PCX files with less than 256 colors (contributed
1679 graphics are not affected and might look wrong in the DOS version)
1681 2003-08-16 src/init.c
1682 * fixed bug which (for example) crashed the level editor when defining
1683 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1684 (only set to default) -- invalid graphics now set to default graphic
1686 2003-08-16 src/init.c
1687 * fixed graphical bug of player digging/collecting/snapping element
1688 when no corresponding graphic/animation is defined for this action,
1689 resulting in player being drawn as EL_EMPTY (which should only be
1690 done to elements being collected, but not to the player)
1692 2003-08-16 src/game.c
1693 * fixed small graphical bug of player not totally moving into exit
1695 2003-08-16 src/libgame/setup.c
1696 * fixed bug with wrong MS-DOS 8.3 filename conversion
1698 2003-08-16 src/tools.c
1699 * fixed bug with invisible mouse cursor when pressing ESC while playing
1701 2003-08-16 (various source files)
1702 * added another 128 custom elements (disabled in editor by default)
1704 2003-08-16 src/editor.c
1705 * fixed NULL string bug causing Solaris to crash in sprintf()
1707 2003-08-16 src/screen.c
1708 * fixed drawing over scrollbar on level selection with custom fonts
1710 2003-08-15 src/game.c
1711 * cleanup of simple sounds / loop sounds / music settings
1713 2003-08-08 (various source files)
1714 * added custom element property for dropping collected elements
1716 2003-08-08 src/conf_gfx.c
1717 * fixed bug with missing graphic for active red disk bomb
1719 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1720 * extended variable "level.gravity" to "level.initial_gravity" and
1721 "game.current_gravity" to prevent level setting from being changed
1722 by playing the level (keeping the runtime value after playing)
1724 * fixed graphics bug when digging element that has 'crumbled' graphic
1725 definition, but not 'diggable' graphic definition
1728 * version number set to 3.0.1
1731 * version 3.0.0 released
1734 * various bug fixes; among others:
1735 - fixed bug with pushing spring over empty space
1736 - fixed bug with leaving tube while placing dynamite
1737 - fixed bug with explosion of smashed penguins
1738 - allow Murphy player graphic in levels with non-Supaplex elements
1742 * I have forgotten to document changes for some time
1745 * pre-release version 2.2.0rc1 released
1748 * version number set to 2.1.2
1751 * version 2.1.1 released
1754 * version number set to 2.1.1
1757 * version 2.1.0 released
1760 * version number set to 2.1.0
1762 2002-04-03 to 2002-05-19 (various source files)
1763 * graphics, sounds and music now fully configurable
1764 * bug fixed that prevented walking through tubes when gravity on
1766 2002-04-02 src/events.c, src/editor.c
1767 * Make Escape key less aggressive when playing or when editing level.
1768 This can be configured as an option in the setup menu. (Default is
1769 "less aggressive" which means "ask user if something can be lost"
1770 when pressing the Escape key.)
1772 2002-04-02 src/screen.c
1773 * Added "graphics setup" screen.
1775 2002-04-01 src/screen.c
1776 * Changed "choose level" setup screen stuff to be more generic (to
1777 make it easier to add more "choose from generic tree" setup screens).
1779 2002-04-01 src/config.c, src/timestamp.h
1780 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1781 automatically gets created by "src/Makefile" and contains an actual
1782 compile-time timestamp to identify development versions of the game).
1784 2002-03-31 src/tape.c, src/events.c
1785 * Added quick game/tape save/load functions to tape stuff which can be
1786 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1787 loads previously recorded tape and directly goes into recording mode
1788 from the end of the tape (therefore appending to the tape).
1790 2002-03-31 src/tape.c
1791 * Added "index mark" function to tape recorder. When playing or
1792 recording, "eject" button changes to "index" button. Setting index
1793 mark is not yet implemented, but pressing index button when playing
1794 allows very quick advancing to end of tape (when normal playing),
1795 very fast forward mode (when playing with normal fast forward) or
1796 very fast reaching of "pause before end of tape" (when playing with
1797 "pause before end" playing mode).
1799 2002-03-30 src/cartoons.c
1800 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1802 2002-03-29 src/screen.c
1803 * Changed setup screen stuff to be more generic (to make it easier
1804 to add more setup screens).
1806 2002-03-23 src/main.c, src/main.h
1807 * Various changes due to the introduction of the new libgame files
1808 "setup.c" and "joystick.c".
1810 2002-03-23 src/files.c
1811 * Generic parts of "src/files.c" (mainly setup and level directory
1812 stuff) moved to new libgame file "src/libgame/setup.c".
1814 2002-03-23 src/joystick.c
1815 * File "src/joystick.c" moved to libgame source tree, with
1816 correspondig changes.
1818 2002-03-22 src/screens.c
1819 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1820 (Wrong level series information displayed when entering main group.)
1822 2002-03-22 src/editor.c
1823 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1825 2002-03-22 src/editor.c
1826 * Changed behaviour of "Escape" key in level editor to be more
1827 intuitive: When in "Element Properties" or "Level Info" mode,
1828 return to "Drawing Mode" instead of leaving the level editor.
1830 2002-03-21 src/game.c, src/editor.c, src/files.c
1831 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1832 gems (emeralds, diamonds, ...) slipping down from normal wall,
1833 steel wall and growing wall (as in E.M.C. style levels). Although
1834 the behaviour of contributed and private levels wasn't changed (due
1835 to the use of "level.game_version"; see previous entry), editing
1836 those levels will (of course) change the behaviour accordingly.
1838 This change seems a bit too hard after thinking about it, because
1839 the EM style behaviour is not the "expected" behaviour (gems would
1840 normally only slip down from "rounded" walls). Therefore this was
1841 now changed to an element property for gem style elements, with the
1842 default setting "off" (which means: no special EM style behaviour).
1843 To fix older converted levels, this flag is set to "on" for pre-2.0
1844 levels that are neither contributed nor private levels.
1846 2002-03-20 src/files.h
1847 * Corrected settings for "level.game_version" depending of level type.
1848 (Contributed and private levels always get played with game engine
1849 version they were created with, while converted levels always get
1850 played with the most recent version of the game engine, to let new
1851 corrections of the emulation behaviour take effect.)
1853 2002-03-20 src/main.h
1854 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1855 compiling the SDL version on some systems.
1856 Thanks to the several people who pointed this out.
1859 * Version number set to 2.0.2.
1862 * Version 2.0.1 released.
1864 2002-03-18 src/screens.c
1865 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1867 2002-03-18 src/files.c [src/libgame/misc.c]
1868 * Moved some common functions from src/files.c to src/libgame/misc.c.
1870 2002-03-18 src/files.c [src/libgame/misc.c]
1871 * Changed permissions for new directories and saved files (especially
1872 score files) according to suggestions of Debian users and mantainers.
1873 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1875 2002-03-17 src/files.c
1876 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1877 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1878 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1879 for levels and "TAPE" for tapes). Old "cookie" style format is
1880 still supported for reading. New level and tape files are written
1883 * New IFF chunk "VERS" contains version numbers for file and game
1884 (where "game version" is the version of the program that wrote the
1885 file, and "file version" is a version number to distinguish files
1886 with different format, for example after adding new features).
1888 2002-03-15 src/screen.c
1889 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1890 (Before, you heard a mixture of the in-game music and the
1891 hall-of-fame music.)
1893 2002-03-14 src/events.c
1894 * Function "DumpTape()" (files.c) now available by pressing 't' from
1895 main menu (when in DEBUG mode).
1897 2002-03-14 src/game.c
1898 * "GameWon()": When game was won playing a tape, now there is no delay
1899 raising the score and no corresponding sound is played.
1901 2002-03-14 src/files.c
1902 * Changed "LoadTape()" for real chunk support and also adjusted
1903 "SaveTape()" accordingly.
1905 2002-03-14 src/game.c, src/tape.c, src/files.c
1906 * Important changes to tape format: The old tape format stored all
1907 actions with a real effect with a corresponding delay between the
1908 stored actions. This had some major disadvantages (for example,
1909 push delays had to be ignored, pressing a button for some seconds
1910 mutated to several single button presses because of the non-action
1911 delays between two action frames etc.). The new tape format just
1912 stupidly records all device actions and replays them later. I really
1913 don't know why I haven't solved it that way before?! Old-style tapes
1914 (with tape file version less than 2.0) get converted to the new
1915 format on-the-fly when loading and can therefore still be played;
1916 only some minor parts of the old-style tape handling code was needed.
1917 (A perfect conversion is not possible, because there is information
1918 missing about the device actions between two action frames.)
1920 2002-03-14 src/files.c
1921 * New function "DumpTape()" to dump the contents of the current tape
1922 in a human readable format.
1924 2002-03-14 src/game.c
1925 * Small tape bug fixed: When automatically advancing to next level
1926 after a game was won, the tape from the previous level still was
1927 loaded as a tape for the new level.
1929 2002-03-14 src/tape.c
1930 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1931 tape, cartoons did not get completely removed because
1932 StopAnimation() was not called.
1934 2002-03-13 src/files.c
1935 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1936 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1937 size even when using 16-bit elements). Added new chunk "CNT2" for
1938 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1939 chunk even when content was 16-bit element). "CNT2" should now be
1940 able to store content for arbitrary elements (up to eight blocks of
1941 3 x 3 element arrays). All "CNT2" elements will always be stored as
1942 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1944 2002-03-13 src/files.c
1945 * Changed "LoadLevel()" for real chunk support.
1947 2002-03-12 src/game.c
1948 * Fixed problem (introduced after 2.0.0 release) with penguins
1949 not getting killed by enemies
1951 2002-02-24 src/game.c, src/main.h
1952 * Added "player->is_moving"; now "player->last_move_dir" does
1953 not contain any information if the player is just moving at
1955 Before, "player->last_move_dir" was misused for this purpose
1956 for the robot stuff (robots don't kill players when they are
1957 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1958 broke tapes when walking through pipes!
1959 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1960 in a continuous movement. This fact is ignored for friends and