2 * added condition "deadly when <getting hit by>" for custom elements
3 that behaves a bit like the existing "deadly when <colliding with>",
4 but with the following differences:
5 - it only kills players or friends when it was moving before it hits
6 - it does not kill players or friends that try to run into it
9 * fixed the following change conditions where a player element is used
10 as the "element that is triggering the custom element change":
13 - explosion of <element>
15 (the last two conditions already worked partially, but only for the
16 first player, and not for the "Murphy" player when using "move of")
19 * fixed crash bug caused by accessing invalid element (with value -1)
20 in UpdateGameControlValues()
21 * fixed graphical bug when using two-tile movement animations with EMC
22 game engine without explicitly using native EMC graphics engine
25 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
26 try to push something (due to push delay) does not cause a dig action
29 * fixed bug with reference elements used as trigger elements on custom
30 element change pages not being recognized
31 * fixed bug with reference elements not being removed from the playfield
32 * added engine functionality that allows custom elements that "can dig"
33 other elements not only to do so when moving by themselves, but also
34 when being pushed by the player (therefore adding the functionality to
35 push one element over another element, replacing it with the new one)
38 * added command line function to write level sketch images to directory
41 * merged override and auto-override options into new override options
42 with a new data type than can take the values "no", "yes" and "auto"
45 * fixed growing steel wall to also leave behind steel wall instead of
46 normal, destructible wall
47 * fixed handling of rocks falling through stacks of quicksand with
48 different speed (before, the rocks just got stuck in the quicksand)
51 * fixed nasty bug with auto-override and normal override not working on
52 program startup (especially when current level set has custom artwork)
55 * version 3.2.5 released as special edition "R'n'D jue"
58 * fixed X11 crash bug when blitting masked title screens over background
61 * changed build system to support special editions (like "R'n'D jue")
62 * added (hardcoded) loading graphics for "R'n'D jue" special edition
63 * fixed X11 crash bug when scaling images with width/height less than 32
66 * added "background.PLAYING" (only visible as two-pixel border in game)
67 * added default level set for first start of special R'n'D version
68 * changed door animations for editor always behaving like "quick doors"
71 * added new custom artwork setup option "auto-override non-CE sets" for
72 automatic artwork override that is only used for level sets without
73 custom element artwork (as it does not make much sense to override
74 any artwork that redefines custom element artwork for sets using CEs)
75 * fixed default artwork for "special" R'n'D versions always using the
76 "classic" artwork as the base if base artwork is not explicitly
77 defined in "levelinfo.conf", regardless of different default artwork
78 used by the special R'n'D version -- this is needed because any such
79 custom artwork is designed using the "classic" artwork definitions as
80 the base (including menu definitions and screen positions etc., which
81 would otherwise be taken from the different special default artwork)
84 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
85 for both EMC and R'n'D graphics engine (heavy workarounds needed due
86 to massively broken handling of quicksand in R'n'D game engine)
87 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
88 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
91 * fixed small bug in toon drawing (introduced when fixing the crash bug)
94 * added graphics definition "game.panel.highscore" to display the
95 current levels current high score in the game panel
98 * version number set to 3.2.5
101 * version 3.2.4 released
104 * fixed crash bug in toon drawing functions for large step offset values
107 * fixed some problems with displaying game panel when quick-loading tape
110 * fixed (experimental only) redrawing of every tile per frame (even if
111 unneeded) for the extended (R'n'D based) EMC graphics engine
112 * added optimization to only calculate element count for panel display
113 if really needed (that is, if element count values defined on panel)
114 * fixed problem with special editor door redraw when entering main menu
117 * fixed bug with displaying background for title messages on info screen
118 * some code cleanup for the extended (R'n'D based) EMC graphics engine
121 * fixed bug with CE action "move player" always resulting in player 4
122 if there was a CE action with no trigger player (because the player
123 element was calculated by using log_2() from trigger player bits with
124 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
125 triggering player bit mask and handling all players in "move player"
126 * fixed bug when defined artwork cannot be found for artwork that has
127 default artwork cloned from other artwork (without default filename)
128 * added several fixes to the extended (R'n'D based) EMC graphics engine
131 * fixed broken editor copy and paste for custom elements between levels
134 * title messages are now also searched in graphics artwork directory;
135 those found in graphics directory have precendence over those found
136 in level directory -- this handles title messages stored in graphics
137 directories as part of the artwork set, just like title images; this
138 makes sense, as corresponding special font definitions for messages
139 are usually defined in the same graphics artwork directory, and also
140 because title images and title messages that are combined in a level
141 set introduction should usually not be separated when the level set
142 is used with a different artwork set (e.g. using "override graphics")
143 * fixed problem with door borders on main screen by first drawing doors
144 and then the corresponding border masks, but not vice versa
145 * fixed problem with artwork config entries using the value "[DEFAULT]";
146 this does not what one might expect, but sets the value to an invalid
147 value -- solution: simply ignore such entries, which results in this
148 value keeping its previous (real) default value (in general, entries
149 that should use their default value should just not be defined here)
150 * fixed problem with wrong fading area size from main menu to setup menu
153 * fixed problem with broken crumbled graphics after level set changes
154 when using R'n'D custom artwork with level sets using the EMC engine
157 * fixed invisible "joysticks deactivated ..." text on setup input screen
160 * added use of hashes created from static lists (element tokens, image
161 config, font tokens) to speed up lookup of configuration parameters
162 * fixed bug where element and graphic config token lookup was mixed up
165 * added "busy" animation when initializing program and loading artwork
166 * added initialization profiling for program startup (debugging only)
169 * fixed(?) very strange bug apparently triggered by memset() when code
170 was cross-compiled with MinGW cross-compiler for Windows XP platform
171 (this only happened when using SDL.dll also self-compiled with MinGW)
174 * added graphics engine directive "border.draw_masked_when_fading" that
175 enables/disables drawing of border mask over screen that is just faded
178 * fixed small problem with separate fading definition for game screen
181 * added additional configuration directives for setup screen draw offset
182 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
183 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
184 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
185 used to define draw offset on custom artwork selection screens and
186 "CHOOSE_OTHER" is used on all other list style selection screens, like
187 choosing game speed or screen mode for fullscreen mode)
188 * added additional configuration directives to define main menu buttons:
189 - menu.button_name and menu.button_name.active
190 - menu.button_levels and menu.button_levels.active
191 - menu.button_scores and menu.button_scores.active
192 - menu.button_editor and menu.button_editor.active
193 - menu.button_info and menu.button_info.active
194 - menu.button_game and menu.button_game.active
195 - menu.button_setup and menu.button_setup.active
196 - menu.button_quit and menu.button_quit.active
197 * added eight pure decoration graphic definitions for the game panel
200 * added support for accessing native Diamond Caves II level packages
201 * fixed displaying of game panel values for Emerald Mine game engine
202 * fixed displaying end-of-level time and score values on new game panel
205 * added game panel control to display arbitrary elements on game panel
206 * added game panel control to display custom element score (globally
207 unique for identical custom elements) either as value or as element
208 * added ".draw_masked" and ".draw_order" to game panel control drawing
211 * fixed some general bugs with handling of ".active" elements and fonts
214 * cleanup of game panel elements (some elements were not really needed)
215 * added displaying of gravity state (on/off) as new game panel control
216 * added animation for game panel elements (similar to game elements)
219 * added new pseudo game mode "PANEL" to define panel fonts and graphics
220 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
221 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
222 (else graphics would have to use ".PLAYING", which would be confusing)
223 * fixed bug when fading out to game screen with border mask defined
226 * added attribute ".tile_size" for element style game panel controls
229 * added <space> key as additional valid key to use for confirm requester
232 * improved menu fading, adding separate fading definitions for entering
233 and leaving a "content" screen (in general), and optional definitions
234 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
237 * added (currently invisible) setup option to define scroll delay value
238 * fixed small bug in priority handling when auto-detecting level start
239 position in levels without player element (but player from CE etc.)
240 * added option "game.forced_scroll_delay_value" to override user choice
241 of scroll delay value for certain level sets with "graphicsinfo.conf"
242 * replaced setup option "scroll delay: on/off" by new setup option that
243 directly allows selecting the desired scroll delay value from 0 to 8
246 * added displaying of most game panel control elements (not animated)
249 * added new configuration directives to display additional game engine
250 values on the game control panel, like the following examples:
251 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
252 - game.panel.penguins - number of penguins to rescue
253 - game.panel.level_name - level name of current level
256 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
259 * added new player option "no centering when relocating" for "invisible"
260 teleportations to level areas that look exactly the same, giving the
261 illusion that the player did not relocate at all (this was the default
262 since 3.2.3, but caused visual problems with room creation in "Zelda")
263 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
266 * improved menu fading, adding separate fading definitions for entering
267 and leaving a menu and for fading between menu and "content" screens
268 * fixed small bug with recognizing also ".font_xyz" style definitions
271 * improved menu fading, adding separate fading definitions for fading
272 between menu screens and fading between menu and "destination" screens
275 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
276 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
277 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
278 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
280 * improved title fading, allowing fading animation types "none", "fade"
281 and "crossfade" (including cross-fading of last title to main menu)
284 * added configurability of graphics, sounds and music for title screens,
285 which are separated into initial title screens (only shown once at
286 program startup) and title screens shown for a given level set; these
287 title screens can be composed of up to five title images and up to
288 five title text messages (each drawn using an optional background
289 image), also using background music and/or sounds; aspects like
290 background images, sounds and music of title screens can either be
291 defined generally (valid for all title screens) or specifically (and
292 therefore differently for each title screen) using these directives:
294 to define a background image, sound or music file for all screens:
295 - background.TITLE_INITIAL (for all title screens for game startup)
296 - background.TITLE (for all title screens for level sets)
298 to define a background image, sound or music file for a single screen:
299 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
300 - background.titlescreen_x (with x in 1,2,3,4,5)
301 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
302 - background.titlemessage_x (with x in 1,2,3,4,5)
304 to define the title screen images:
305 - titlescreen_initial_x (with x in 1,2,3,4,5)
306 - titlescreen_x (with x in 1,2,3,4,5)
308 to define the title text messages, place text files into the level set
309 directory that have the following file names:
310 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
311 - titlemessage_x.txt (with x in 1,2,3,4,5)
313 to define the properties of the text messages, either use directives
314 that affect all text messages:
315 - [titlemessage_initial].<suffix>
316 - [titlemessage].<suffix>
317 or use directives that affect single text messages:
318 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
319 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
321 valid values for <suffix> are the same as for readme.<suffix> below;
322 use ".sort_priority" (default: 0) to define an arbitrary order for
323 title images and title messages (which can therefore be mixed)
326 * added full configurability of "readme.txt" screen appearance:
327 - readme.x: <left position used with alignment>
328 - readme.y: <top position>
329 - readme.width: <maximim text width in pixels>
330 - readme.height: <maximum text height in pixels>
331 - readme.chars: <maximum number of chars per line>
332 - readme.lines: <maximum number of lines displayed>
333 - readme.align: left,center,right (default: center)
334 - readme.top: top,middle,bottom (default: top)
335 - readme.font: font name
336 - readme.autowrap: true,false (default: true)
337 - readme.centered: true,false (default: false)
338 - readme.parse_comments: true,false (default: true)
339 - readme.sort_priority: (not used here, but only for title screens)
340 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
341 default), they are automatically determined from "readme.width" and
342 "readme.height" accordingly; when they are not "-1", they have
343 precedence over "readme.width" and "readme.height"
344 * added internal ad-hoc config settings for displaying text files like
345 title messages or "readme.txt" style level set info files:
346 - .font: font name (default: readme.font)
347 - .autowrap: true,false (default: readme.autowrap)
348 - .centered: true,false (default: readme.centered)
349 - .parse_comments: true,false (default: readme.parse_comments)
350 (the leading '.' and the separating ':' are mandatory here); to use
351 these ad-hoc settings, they have to be written inside a comment, like
352 "# .autowrap: false" or "# .centered: true"; these settings then
353 override the above global settings (they can even be used more than
354 once, like "# .centered: true", then some text that should be drawn
355 centered, then "# .centered: false" to go back to non-centered text;
356 important note: after using "# .parse_comments: false", or when using
357 "readme.parse_comments: false", detecting and parsing comments inside
358 the file is disabled and comments are just printed like normal text;
359 also be aware that all automatic text size calculations are done with
360 the font defined in "readme.font", while using different fonts using
361 "# .font: <font>" inside the text file may cause unexpected results
364 * changed some numerical limits in the level editor from 255 to 999
367 * added option "system.sdl_videodriver" to select SDL video driver
368 * added output of SDL video and audio driver to "version info" page
371 * added group element drawing to IntelliDraw drawing functions
372 * fixed animation resetting problem again (last try broke Snake Bite)
373 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
376 * added new (special) "include: <filename>" directive that works in all
377 configuration files (like "graphicsinfo.conf") and that has the same
378 effect as if that directive would be replaced with the content of the
379 specified file (this can be useful to split large configuration files
380 into several smaller ones and include them from one main file, or to
381 store configuration settings that always stay the same into a separate
382 file, while including it and only add those parts that really change)
385 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
388 * fixed bug in "InitMovingField()" where treating an integer array as
389 boolean caused wrong resetting of animations while elements are moving
390 * fixed problem with resetting animations when starting element change
393 * added sort priority for order of title screens and title messages
396 * changed end of game again: do not wait for the user to press a key
397 anymore, but directly ask/confirm tape saving and go to hall of fame
398 * re-enabled quitting of lost game by pressing space or return again
399 * added blanking of mouse pointer when displaying title screens
400 * added remaining menu draw offset definitions for info sub-screens
403 * added setup option to select game speed (from very slow to very fast)
404 * improved handling of title text messages (initial and for level set)
407 * added new options "auto-wrap" and "centered" for DC2 style envelopes
410 * fixed displaying and typing of player name when it is centered
411 * added special characters to be allowed for player name (not only A-Z)
414 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
415 (newer versions of the SDL library seem to not like this anymore)
418 * added code for configuration directives for control of game panel
421 * fixed small cosmetical bug with underlining property tabs in editor
424 * fixed small drawing bug in X11FadeRectangle
425 * added new elements for newly supported Diamond Caves II levels:
426 - EM/DC style exits that disappear after passing
427 - white key and gate (one white key needed for each white gate)
428 - fake gate (there is no key to open/pass this kind of gate!)
429 - extended magic wall which also handles pearls and crystals
433 * changed maximum value for endless loop detection to a higher value
434 (some levels really used very deep recursion without being endless)
437 * added new elements for newly supported Diamond Caves II levels:
438 - growing steel walls
439 - snappable land mine
442 * added new elements for newly supported Diamond Caves II levels:
443 - steel text elements
446 * added level file loader for native Diamond Caves II levels
449 * version number set to 3.2.4
452 * version 3.2.3 released
455 * fixed malloc/free bug when updating EMC artwork entries in level list
456 * added workaround (warning and request to quit the current game) when
457 changing elements cause endless recursion loop (which would otherwise
458 freeze the game, causing a crash-like program exit on some systems)
461 * fixed nasty string overflow bug when entering too long envelope text
464 * added feedback sounds for menu navigation "menu.item.activating" and
465 "menu.item.selecting" (for highlighting and executing menu entries)
468 * improved "no scrolling when relocating" to also consider scroll delay
469 (meaning that the player is not automatically centered in this case;
470 this makes it possible to "invisibly" relocate the player to a region
471 of the level playfield which looks the same as the old level region)
472 * fixed bug with not recognizing "main.input.name.align" when active
475 * fixed bug with displaying masked borders over title screens when
476 screen fading is disabled
479 * fixed infinite loop / crash bug when killing the player while having
480 a CE with the setting "kill player X when explosion of <player X>"
481 * added special editor graphic for "char_space" to distinguish it from
482 "empty_space" when editing a level (in-game graphics still the same)
485 * fixed nasty bug with initialization only done for the first player
488 * small change to handle loading empty element/content list micro chunks
491 * uploaded pre-release (test) version 3.2.3-0 binary and source code
494 * some optimizations on startup speed by reducing initial text output
497 * added caching of custom artwork information for faster startup times
500 * fixed graphical bug when using fewer menu entries on level selection
501 screen than usual (with "menu.list_size.LEVELS" directive)
502 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
503 the backbuffer to the backbuffer by error (with identical rectangle)
506 * fixed bug when displaying titlescreen with size less than element tile
507 * fixed bug that caused elements with "change when digging <e>" event
508 to change for _every_ digged element, not only those specified in <e>
509 * fixed bug that caused impact style collision when dropping element one
510 tile over the player that can both fall down and smash players
511 * fixed bug that caused impact style collision when element changed to
512 falling/smashing element over the player immediately after movement
515 * fixed bug that allowed making engine snapshots from the level editor
518 * fixed bugs with player name and current level positions on main screen
521 * added configuration directives for control of title screens:
522 - "title.fade_delay" for fading time
523 - "title.post_delay" for pause between screens (when not crossfading)
524 - "title.auto_delay" to automatically continue after some time
525 these settings can each be overridden by specifying them with titles:
526 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
527 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
528 fading mode can also be specified:
529 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
530 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
531 default is using normal fading for menues and initial title screens,
532 while using cross-fading for level set title screens
533 * fixed bug with background not drawn in Hall of Fame after game was won
536 * added configuration directives for the remaining main menu items
539 * added additional configuration directives for info screen draw offset:
540 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
541 * added additional configuration directives for preview info text
542 * limited mouse wheel sensitive screen area to scrollable screen area
545 * added highlighted menu text entries to menu navigation when selected
548 * fixed bug that prevented player from correctly being created in the
549 top left corner by a custom element change in a level without player
550 * fixed bug that prevented player from being killed when indestructible,
551 non-walkable element is placed on player position by extended change
552 * added configurable menu button, text and input positions to main menu
555 * added page fading effects for remaining info sub-screens
556 * fixed small bug that caused some delays when answering door request
559 * added directives "border.draw_masked.*" for menu/playfield area and
560 door areas to display overlapping/masked borders from "global.border"
563 * fixed bug with CE with move speed "not moving" not being animated
564 * when changing player artwork by CE action, reset animation frame
567 * fixed bug with not unmapping main menu screen gadgets on other screens
568 * fixed bug with un-pausing a paused game by releasing still pressed key
569 * fixed bug with not redrawing screen when toggling to/from fullscreen
570 mode while fast reloading tape (without redrawing playfield contents)
571 * fixed bug with quick-saving tape snapshot despite answering with "no"
574 * version number set to 3.2.3
577 * version 3.2.2 released
580 * fixed bug with redrawing screen in fullscreen mode after quick tape
581 reloading when using the EMC game engine
582 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
585 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
588 * added engine snapshot functionality for instant tape reloading (this
589 only works for the last tape saved using "quick save", and does not
590 work across program restarts, because it completely works in memory)
593 * version number set to 3.2.2
596 * version 3.2.1 released
599 * fixed nasty bugs with handling error message file on Mac OS X systems
602 * general code cleanup (removing many annoying "#if 0" blocks etc.)
605 * fixed bug that caused broken tapes when manually appending to tapes
606 using the "pause before death" functionality, followed by recording
607 * added setup option to disable fading of screens for faster testing
610 * code cleanup of new fading functions
613 * changed behaviour after solved game -- do not immediately stop engine
614 * added some more smooth screen fadings (game start, hall of fame etc.)
617 * fixed bug with displaying pushed CE with value/score/delay anim_mode
620 * added configurable level preview position, tile size and dimensions
621 * added configurable game panel value positions (gems, time, score etc.)
624 * fixed small bug with time displayed incorrectly when collecting CEs
627 * fixed bug with bumpy scrolling with EM engine in double player mode
630 * added compatibility code to fix "Snake Bite" style levels that were
631 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
634 * fixed bug with scrollbars inside editor when using the Windows mouse
635 enhancement tool "True X-Mouse" (which injects key events to the event
636 queue to insert selected stuff into the Windows clipboard, which gets
637 confused with the "Insert" key for jumping to the last editor cascade
638 block in the element list)
639 * added Rocks'n'Diamonds icon for use as window icon to SDL version
640 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
643 * added selection of preferred fullscreen mode to setup / graphics menu
644 (useful if default mode 800 x 600 does not match screen aspect ratio)
647 * improved down-scaling of images for better editor and preview graphics
648 * changed user data directory for Mac OS X from Unix style to new place
651 * improved level number selection in main menu and player selection in
652 setup menu (input devices section) by using standard button gadgets
653 * added support for mouse scroll wheel (caused buggy behaviour before)
654 * added support for scrolling horizontal scrollbars with mouse wheel by
655 holding "Shift" key pressed while scrolling the wheel
656 * added support for single step mouse wheel scrolling by holding "Alt"
657 key pressed while scrolling the wheel (can be combined with "Shift")
658 * changed output file "stderr.txt" on Windows platform now always to be
659 created in the R'n'D sub-directory of the personal documents directory
660 * added Windows message box to direct to "stderr.txt" after error aborts
663 * improved general scrollbar handling (when jump-scrolling scrollbars)
666 * changed scrollbars to always show last line as first after scrolling
667 (that means jumping n - 1 screen lines instead of n screen lines)
670 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
671 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
672 * fixed special handling of vertically stacked acid becoming fake acid
675 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
676 affect multiple instances of the same CE, although this kind of
677 change condition usually only affects one single custom element
680 * version number set to 3.2.1
683 * version 3.2.0 released
686 * reorganized level editor element list a bit to match engines better
689 * fixed newly introduced bug with wrongly initializing clipboard element
692 * fixed bug with displaying visible/invisible level border in editor
695 * reorganized some elements in the level editor element list
698 * fixed bug with displaying any player as "yellow" when moving into acid
699 * fixed bug with displaying running player when player stopped at border
702 * fixed bug with player exploding when moving into acid
703 * fixed bug with level settings being reset in editor and when playing
704 (some compatibility settings being set not only after level loading)
705 * fixed crash bug when number of custom graphic frames was set to zero
706 * fixed bug with teleporting player on walkable tile not working anymore
707 * added partial compatibility support for pre-release-only "CONF" chunk
708 (to make Alan Bond's "color cycle" demo work again :-) )
711 * fixed some bugs when displaying title screens from info screen menu
712 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
715 * changed file major version to 3 to reflect level file format changes
716 * uploaded pre-release (test) version 3.2.0-8 binary and source code
719 * added new chunk "NAME" to level file format for level name settings
720 * added new chunk "NOTE" to level file format for envelope settings
721 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
722 * updated magic(5) file to recognize changed and new level file chunks
723 * removed change events "change when CE value/score changes" as unneeded
726 * changed gravity (which only affects the player) from level property
727 to player property (only makes a difference in multi-player levels)
728 * added change events "change when CE value/score changes"
729 * added change events "change when CE value/score changes of <element>"
732 * added new chunk "INFO" to level file format for global level settings
733 * added all element settings from "HEAD" chunk to "CONF" chunk
734 * added all global level settings from "HEAD" chunk to "INFO" chunk
737 * changed level file format by adding two new chunks "CUSX" (for custom
738 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
739 elements, replacing the previous "GRP1" chunk); these new IFF style
740 chunks use the new and flexible "micro chunks inside chunks" technique
741 already used with the new "CONF" chunk (for normal element properties)
742 which makes it possible to easily extend the existing level format
743 (instead of using fixed-length chunks like before, which are either
744 too big due to reserved bytes for future use, or too small when those
745 reserved bytes have all been used and even more data should be stored,
746 requiring the replacement by new and larger chunks just like it went
747 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
750 * added credits pages to the "credits" section that were really missing
751 * added some missing element descriptions to the level editor
752 * added down position of switchgate switch to the level editor
753 and allowed the use of both switch positions at the same time
754 * changed use of "Insert" and "Delete" keys to navigate element list in
755 level editor to start of previous or next cascading block of elements
758 * added the possibility to view the title screen to the info screen menu
759 * fixed some minor bugs with viewing title screens
762 * fixed bug with title (cross)fading in/out when using fullscreen mode
765 * fixed bug that forced re-defining of menu settings in local graphics
766 config file which are already defined in existing base config file
767 * fixed small bug that caused door sounds playing when music is enabled
770 * added the possibility to define up to five title screens for each
771 level set that are displayed after loading using (cross)fading in/out
772 (this was added to display the various start images of the EMC sets)
775 * added "CE score gets zero [of]" to custom element trigger conditions
776 * added setup option to display element token name in level editor
779 * added compatibility code for Juergen Bonhagen's menu artwork settings
782 * fixed bug with displaying wrong animation frame 0 after CE changes
783 * fixed bug with creating invisible elements when light switch is on
786 * added selection between ECS and AGA graphics for EMC levels to setup
789 * adjusted font handling for various narrow EMC style fonts
792 * changed EM engine behaviour back to re-allow initial rolling springs
795 * fixed handling of over-large selectboxes (less error-prone now)
796 * fixed bug when creating GE with walkable element under the player
799 * added use of "Insert" and "Delete" keys to navigate element list in
800 level editor to start of custom elements or start of group elements
801 * added virtual elements to access CE value and CE score of elements:
802 - "CE value of triggering element"
803 - "CE score of triggering element"
804 - "CE value of current element"
805 - "CE score of current element"
808 * fixed "grass" to "sand" in older EM levels (up to file version V4)
811 * changed behaviour of network games with internal errors (because of
812 different client frame counters) from immediately terminating R'n'D
813 to displaying an error message requester and stopping only the game
814 (also to prevent impression of crashes under non command-line runs)
815 * fixed playing network games with the EMC engine (did not work before)
816 * fixed bug with not scrolling the screen in multi-player mode with the
817 focus on player 1 when all players are moving in different directions
818 * fixed bug with keeping pointer to gadget even after its deallocation
819 * fixed bug with allowing "focus on all players" in network games
820 * fixed bug with player focus when playing tapes from network games
823 * uploaded pre-release (test) version 3.2.0-7 binary and source code
826 * code cleanup for game action control for R'n'D and EMC game engine
829 * fixed bug in multi-player movement with focus on both players
830 * added option to control only the focussed player with all input
833 * added player focus switching to level tape recording and re-playing
836 * fixed some bugs in player focus switching in EMC and RND game engine
839 * added special Supaplex animations for Murphy digging and snapping
840 * added special Supaplex animations for Murphy being bored and sleeping
843 * added four new yam yams with explicit start direction for EMC engine
844 * fixed bug in src/libgame/text.c with printing text outside the window
847 * fixed small bug in EMC level loader (copyright sign in EM II levels)
850 * added delayed ignition of EM style dynamite when used in R'n'D engine
851 * added limited movement range to EMC engine when focus on all players
854 * fixed bug with missing (zero) score values for native Supaplex levels
857 * added "continuous snapping" (snapping many elements while holding the
858 snap key pressed, without releasing the snap key after each element)
859 as a new player setting for more compatibility with the classic games
862 * finished scrolling for "focus on all players" in EMC graphics engine
865 * level sets with "levels: 0" are ignored for levels, but not artwork
866 * fixed bug when scanning empty level group directories (endless loop)
869 * fixed bug with explosion graphic for player using "Murphy" graphic
870 * fixed bug with explosion graphic if player leaves explosion in time
871 * changed some descriptive text in setup menu to use medium-width font
872 * added key shortcut settings for switching player focus to setup menu
875 * fixed bug with random value initialization when recording tapes
876 * fixed bug with playing single player tapes when team mode activated
879 * fixed little bug when trying to switch to player that does not exist
882 * added player switching (visual and quick) to R'n'D and EM game engine
883 * added setup option to select visual or quick in-game player switching
886 * added use of "Home" and "End" keys to handle element list in editor
889 * fixed bug with adding score when playing tape with EMC game engine
890 * added steel wall border for levels using EMC engine without border
891 * finally fixed delayed scrolling in EMC engine also for small levels
894 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
897 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
898 * fixed bug when displaying info element without action, but direction
901 * fixed minor graphical problems with springs smashing and slurping
902 (when using R'n'D style graphics instead of EMC style graphics)
905 * added scroll delay (as configured in setup) to EMC graphics engine
908 * improved screen redraw for EMC graphics engine (faster and smoother)
909 * when not scrolling, do not redraw the whole playfield if not needed
912 * added multi-player mode for EMC game engine (with up to four players)
915 * added android (can clone elements) from EMC engine to R'n'D engine
918 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
921 * added selectbox for initial player speed to player settings in editor
924 * version 3.1.2 created that is basically version 3.1.1, but with a
925 major bug fixed that prevented editing your own private levels
926 * version 3.1.2 released
929 * added magic ball (creates elements) from EMC engine to R'n'D engine
932 * uploaded fixed pre-release version 3.2.0-6 binary and source code
935 * fixed bug when using "CE can leave behind <trigger element>"
936 * added new change condition "(after/when) creation of <element>"
937 * added new change condition "(after/when) digging <element>"
938 * fixed bug accessing invalid gadget that caused crashes under Windows
939 * deactivated new possibility for multiple CE changes per frame
942 * uploaded pre-release (test) version 3.2.0-6 binary and source code
945 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
946 * fixed bug with not keeping CE value for moving CEs with only action
947 * changed CE action selectboxes in editor to be only reset when needed
950 * added option "use artwork from element" for custom player artwork
951 * added option "use explosion from element" for player explosions
954 * added cascaded element lists in the level editor
955 * added persistence for cascaded element lists by "editorcascade.conf"
956 * added dynamic element list with all elements used in current level
957 * added possibility for multiple CE changes per frame (experimental)
960 * uploaded pre-release (test) version 3.2.0-5 binary and source code
963 * changed "score for each 10 seconds/steps left" to "1 second/step"
964 * added own score for collecting "extra time" instead of sharing it
965 * added change events "switched by player" and "player switches <e>"
966 * added change events "snapped by player" and "player snaps <e>"
967 * added "set player artwork: <element choice>" to CE action options
968 * added change event "move of <element>"
971 * added "set player shield: off / normal / deadly" to CE action options
972 * added new player option "use level start element" in level editor
973 to set the correct focus at level start to elements from which the
974 player is created later (this did not work before for cascaded CE
975 changes resulting in creation of the player; it is now also possible
976 to create the player from a yam yam which is smashed at level start)
979 * added "set player speed: frozen (not moving)" to CE action options
980 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
983 * added new player option "block snap field" (enabled by default) to
984 make it possible to show a snapping animation like in Emerald Mine
987 * added dynamic selectboxes to custom element action settings in editor
988 * added "CE value" counter for custom elements (instead of "CE count")
989 * added option to use the last "CE value" after custom element change
990 * added option to use the "CE value" of other elements in CE actions
991 * fixed odd behaviour when pressing time orb in levels w/o time limit
992 * added checkbox "use time orb bug" for older levels that use this bug
995 * added missing configuration settings for the following elements:
996 - EL_TIMEGATE_SWITCH (time of open time gate)
997 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
998 - EL_SHIELD_NORMAL (time of shield duration)
999 - EL_SHIELD_DEADLY (time of shield duration)
1000 - EL_EXTRA_TIME (time added to level time)
1001 - EL_TIME_ORB_FULL (time added to level time)
1004 * added "wind direction" as a movement pattern for custom elements
1005 * added initial wind direction for balloon / custom elements to editor
1006 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1009 * added parameters for "game of life" and "biomaze" elements to editor
1012 * added level file chunk "CONF" for generic level and element settings
1015 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1018 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1019 * added sound action ".page[1]" to ".page[32]" for each CE change page
1022 * added image config suffix ".clone_from" to copy whole image settings
1023 * fixed bug with invalid ("undefined") CE settings in old level files
1026 * fixed graphical bug with smashing elements falling faster than player
1029 * fixed major bug which prevented private levels from being edited
1030 * fixed bug with precedence of general and special font definitions
1033 * fixed graphical bug with player animation when player moves slowly
1036 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1039 * fixed bug which prevented "global.num_toons: 0" from working
1042 * major code cleanup (removed all these annoying "#if 0" blocks)
1045 * added custom element actions for CE change page in level editor
1048 * fixed music initialization bug in init.c (thanks to David Binderman)
1049 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1050 (this bug must probably be fixed at other places, too)
1053 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1054 (should be '#include <SDL.h>' instead)
1057 * fixed bug which prevented "walkable from no direction" from working
1058 (due to compatibility code overwriting this setting after loading)
1061 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1064 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1065 * version 3.1.1 released
1068 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1069 on 64-bit architecture systems with LP64 data model
1072 * fixed bug with bombs not exploding when hitting the last level line
1073 (introduced after the release of 3.1.0)
1076 * added support for dumping small-sized level sketches from editor
1079 * added recognition of "trigger element" for "change digged element to"
1080 (this is not really what the "trigger element" was made for, but its
1081 use may seem obvious for leaving back digged elements unchanged)
1084 * fixed multiple warnings about failed joystick device initialization
1087 * fixed bug with dynamite dropped on top of just dropped custom element
1088 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1089 dynamite can still be dropped, but drop key must be released before
1092 * fixed bug with wrong start directory when started from file browser
1093 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1096 * fixed bug causing "change when impact" on player not working
1097 * fixed wrong priority of "hitting something" over "hitting <element>"
1098 * fixed wrong priority of "hit by something" over "hit by <element>"
1101 * fixed graphical bug which caused the player (being Murphy) to show
1102 collecting animations although the element was collected by penguin
1105 * fixed two bugs causing wrong door background graphics in system.c
1106 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1109 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1110 * added "no direction" to "walkable/passable from" selectbox options
1113 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1114 * in tape autoplay, not only report broken, but also missing tapes
1117 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1120 * fixed small bug with "linear" animation not working for active lamp
1123 * fixed bug with moving up despite gravity due to "block last field"
1124 * fixed small bug with wrong draw offset when typing name in main menu
1125 * when reading user names from "passwd", ignore data after first comma
1126 * when creating new "levelinfo.conf", only write some selected entries
1129 * fixed displaying "imported from/by" on preview with empty string
1130 * fixed ignoring draw offset for fonts used for level preview texts
1133 * fixed a delay problem with SDL and too many mouse motion events
1134 * added setup option "skip levels" and level skipping functionality
1137 * added move speed "not moving" for non-moving CEs, but with direction
1140 * fixed mapping of obsolete element token names in "editorsetup.conf"
1141 * fixed bug with sound "acid.splashing" treated as a loop sound
1142 * fixed some little sound bugs in native EM engine
1145 * fixed small bug when dragging scrollbars to end positions
1148 * added editor element descriptions written by Aaron Davidson
1151 * improved fallback handling when configured artwork is not available
1152 (now using default artwork instead of exiting when files not found)
1155 * fixed bug on level selection screen when dragging scrollbar
1158 * fixed bug which caused broken tapes when appending to EM engine tapes
1161 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1164 * added code to replace changed artwork config tokens with other tokens
1165 (needed for backwards compatibility, so that older tokens still work)
1168 * added native R'n'D graphics for some new EMC elements in EM engine
1171 * fixed some bugs in the EM engine integration code
1172 * changed EM engine code to allow diagonal movement
1173 * changed EM engine code to allow use of separate snap and drop keys
1176 * fixed some redraw bugs when using EM engine
1179 * fixed bug with not converting RND levels which are set to use native
1180 engine to native level structure when loading
1183 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1186 * version number set to 3.2.0
1189 * level data now reset to defaults after attempt to load invalid file
1192 * added use of "editorsetup.conf" for different level sets
1195 * added auto-detection for various types of Emerald Mine level files
1198 * fixed bug with scrollbars getting too small when list is very large
1201 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1204 * added most level editor configuration gadgets for new EMC elements
1207 * added more element and graphic definitions for new EMC elements
1210 * modified native EM engine to use integrated R'n'D sound system
1213 * added SDL support to graphics functions in native EM engine
1214 (by always using generic libgame interface functions)
1217 * fixed bug in frame synchronization in native EM engine
1220 * added code to convert levels between R'n'D and native EM engine
1223 * new Emerald Mine engine can now play levels selected in main menu
1226 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1227 (which creates scaled down graphics for level editor and preview);
1228 there's still a memory leak somewhere in the artwork handling code
1229 * added "scale image up" functionality to X11 version of zoom function
1232 * first attempts to integrate new, native Emerald Mine Club engine
1235 * fixed bug in gadget code which caused reset of CEs in level editor
1236 (example: pressing 'b' [grab brush] on CE config page erased values)
1237 (solution: check if gadgets in ClickOnGadget() are really mapped)
1238 * improved level change detection in editor (settings now also checked)
1239 * fixed bug with "can move into acid" and "don't collide with" state
1242 * fixed maze runner style CEs to use the configured move delay value
1245 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1248 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1249 * fixed the above fix because it broke level set "machine" (*sigh*)
1250 * fixed random element placement in level editor to work as expected
1251 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1254 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1257 * fixed bug (missing array boundary check) which caused broken tapes
1258 * fixed bug (when loading level template) which caused broken levels
1259 * fixed bug with new block last field code when using non-yellow player
1262 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1263 * internal change of how the player blocks the last field when moving
1264 * fixed blocking delay of last field for EM and SP style block delay
1265 * fixed bug where the player had to wait for the usual move delay after
1266 unsuccessfully trying to move, when he directly could move after that
1267 * the last two changes should make original Supaplex level 93 solvable
1268 * improved use of random number generator to make it less predictable
1269 * fixed behaviour of slippery SP elements to let slip left, then right
1272 * fixed bug with wrong door state after trying to quickload empty tape
1273 * fixed waste of static memory usage of the binary, making it smaller
1274 * fixed very little graphical bug in Supaplex explosion
1277 * version number set to 3.1.1
1280 * version 3.1.0 released
1283 * fixed bug with crash when writing user levelinfo.conf the first time
1286 * added option "convert LEVELDIR [NR]" to command line batch commands
1287 * re-converted Supaplex levels to apply latest engine fixes
1288 * changed "use graphic/sound of element" to "use graphic of element"
1289 due to compatibility problems with some levels ("bug machine" etc.)
1292 * fixed bug with CE change replacing player with same or other player
1295 * fixed bug with opaque font in envelope with background graphic when
1296 background graphic is not transparent itself
1299 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1300 * corrected original Supaplex level loading code to use these new ports
1301 * also corrected Supaplex loader to auto-count infotrons if set to zero
1304 * fixed bug with missing initialization of "modified" flag for GEs
1307 * fixed bug that caused endless recursion loop when relocating player
1308 * fixed tape recorder bug in "step mode" when using "pause before end"
1309 * fixed tape recorder bug when changing from "warp forward" mode
1312 * fixed bug with "when touching" for pushed elements at last position
1315 * fixed bug that caused two activated toolbox buttons in level editor
1316 * fixed bug with exploding dynabomb under player due to other explosion
1319 * fixed bug with creating walkable custom element under player (again)
1320 * fixed bug with not copying explosion type when copying CEs in editor
1321 * fixed graphical bug when drawing player in setup menu (input devices)
1322 * fixed graphical bug when the player is pushing an accessible element
1323 * fixed bug with classic switchable elements triggering CE changes
1324 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1325 * fixed crash bug when CE leaves behind the trigger player element
1328 * fixed bug with broken tubes after placing/exploding dynamite in them
1329 * fixed bug with exploding dynamite under player due to other explosion
1330 * fixed bug with not resetting push delay under certain circumstances
1333 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1334 * added network multiplayer code for Windows (thanks to Niko Böhm)
1337 * added option "reachable despite gravity" for gravity movement
1338 * changed gravity movement of most classic walkable and passable
1339 elements back to "not reachable" (for compatibility reasons)
1342 * fixed (removed) "indestructible" / "can explode" dependency in editor
1343 * fixed (removed) "accessible inside" / "protected" dependency
1344 * fixed (removed) "step mode" / "shield time" dependency
1347 * fixed dynabombs exploding now into anything diggable
1348 * fixed Supaplex style gravity movement into buggy base now impossible
1349 * added pressing key "space" as valid action to select menu options
1352 * added "replace when walkable" to relocate player to walkable element
1353 * added "enter"/"leave" event for elements affected by relocation
1354 * fixed "direct"/"indirect" change order also for "when change" event
1355 * fixed graphical bug when pushing things from elements walkable inside
1358 * fixed graphic bug when player is snapping while moving in old levels
1359 * fixed bug when a moving custom element leaves a player element behind
1360 * fixed bug with mole not disappearing when moving into acid pool
1361 * fixed bug with incomplete path setting when using "--basepath" option
1362 * moving CE can now leave walkable elements behind under the player
1363 * when relocating, player can be set on walkable element now
1364 * fixed another gravity movement bug
1367 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1370 * added "collectible" and "removable" to extended replacement types
1371 (where "removable" replaces "diggable" and "collectible" elements)
1372 * added "collectible & throwable" (to throw element to the next field)
1373 * fixed bug with CEs digging elements that are just about to explode
1374 * changed mouse cursor now always being visible when game is paused
1377 * added possibility to push/press accessible elements from a side that
1379 * fixed bug with not setting actual date when appending to tape
1382 * fixed bug with incorrectly initialized custom element editor graphics
1385 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1386 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1389 * fixed bug with destroyed robot wheel still attracting robots forever
1390 * fixed bug with time gate switch deactivating after robot wheel time
1391 (while the time gate itself is not affected by this misbehaviour)
1392 * changed behaviour of BD style amoeba to always get blocked by player
1393 (before it was different when there were non-BD elements in level)
1394 * fixed bug with player destroying indestructable elements with shield
1397 * added option to make growing elements grow into anything diggable
1398 (for the various amoeba types, biomaze and "game of life")
1401 * fixed bug with movable elements not moving after left behind by CEs
1402 * changed gravity movement to anything diggable, not only sand/base
1403 * optionally allowing passing to walkable element, not only empty space
1404 * added option "can pass to walkable element" for players
1405 * finally fixed gravity movement (hopefully)
1408 * fixed bug with movable elements not moving anymore after falling down
1411 * fixed another bug with custom elements digging and leaving elements
1412 * fixed bug with "along left/right side" and automatic start direction
1413 * trigger elements now also displayed when "more custom" deactivated
1414 * fixed bug with clipboard element initialized when loading new level
1415 * added option "drop delay" to set delay before dropping next element
1418 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1421 * added copy and paste functions for custom change pages
1422 * enhanced graphical display and functionality of tape recorder
1423 * fixed bug with custom elements digging and leaving elements
1426 * added move speed faster than "very fast" for custom elements
1427 * fixed bug with 3+3 style explosions and missing border content
1428 * fixed little bug when copying custom elements in the editor
1429 * enhanced custom element changes by more side trigger actions
1432 * added option "no scrolling when relocating" for instant teleporting
1433 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1436 * added trigger element and trigger player to use as target elements
1437 * added copy and paste functions for custom and group elements
1440 * fixed graphical bug when displaying explosion animations
1441 * fixed bug when appending to tapes, resulting in broken tapes
1442 * re-recorded a few tapes broken by fixing gravity checking bug
1445 * "can move into acid" property now for all elements independently
1446 * "can fall into acid" property for player stored in same bitfield now
1447 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1448 * version number set to 3.1.0 (finally!)
1451 * changed tape recording to only record input, not programmed actions
1454 * fixed totally broken (every 8th frame skipped) step-by-step recording
1455 * fixed bug with requester not displayed when quick-loading interrupted
1456 * added option "can fall into acid (with gravity)" for players
1457 * fixed bug with player not falling when snapping down with gravity
1460 * fixed bug which messed up key config when using keypad number keys
1463 * fixed bug which allowed moving upwards even when gravity was active
1464 * fixed bug with missing error handling when dumping levels or tapes
1467 * added different colored editor graphics for Supaplex gravity tubes
1470 * fixed bug that allowed solvable tapes for unsolvable levels
1473 * use unlimited number of droppable elements when "count" set to zero
1474 * added option to use step limit instead of time limit for level
1477 * added player and change page as trigger for custom element change
1480 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1483 * fixed bug with dark yamyam changing to acid when moving over acid
1484 * fixed handling of levels with more than 999 seconds level time
1485 (example: level 76 of "Denmine")
1488 * "spring push bug" reintroduced as configurable element property
1489 * fixed bug with missing properties for "mole"
1490 * fixed bug that showed up when fixing the above "mole" properties bug
1491 * added option "can move into acid" for all movable elements
1492 * fixed graphical bug for elements moving into acid
1493 * changed event handling to handle all pending events before going on
1496 * fixed bug which caused all CE change pages to be ignored which had
1497 the same change event, but used a different element side
1498 (reported by Simon Forsberg)
1500 * fixed bug which caused elements that can move and fall and that are
1501 transported by a conveyor belt to continue moving into that direction
1502 after leaving the conveyor belt, regardless of their own movement
1503 type; only elements which can not move are transported now
1504 (reported by Simon Forsberg)
1506 * fixed bug which could cause an array overflow in RelocatePlayer()
1507 (reported by Niko Böhm)
1509 * changed Emerald Mine style "passable / over" elements to "protected"
1510 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1512 * added new option to select from which side a "walkable/passable"
1513 element can be entered
1516 * added explosion and ignition delay for elements that can explode
1519 * fixed bug which caused player not being protected against enemies
1520 when a CE was "walkable / inside" and was not "indestructible"
1521 * added "walkable/passable" fields to be "protected/unprotected"
1522 against enemies, even if not accessible "inside" but "over/under"
1525 * corrected move pattern to 32 bit and initial move direction to 8 bit
1528 * added second custom element base configuration page
1531 * added some special EMC mappings to Emerald Mine level loader
1532 (also covering previously unknown element in level 0 of "Bondmine 8")
1535 * added option to block last field when player is moving (for Supaplex)
1536 * adjusted push delay of Supaplex elements
1537 * removed delays for envelopes etc. when replaying with maximum speed
1538 * fixed bug when dropping element on a field that just changed to empty
1541 * fixed bug: infotrons can now smash yellow disks
1542 * fixed bug: when gravity active, port above player can now be entered
1543 * removed "one white dot" mouse pointer which irritated some people
1546 * added "choice type" for group element selection
1549 * fixed bug with initial invulnerability of non-yellow player
1552 * added level loader for loading native Supaplex packed levels
1553 (including multi-part levels like the "splvls99" levels)
1556 * fixed bug which allowed creating emeralds by escaping explosions
1559 * custom elements can change (limited) or leave (unlimited) elements
1560 * finally added multiple matches using group elements
1561 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1564 * added new start movement type "previous" for continued CE movement
1565 * added new start movement type "random" for random CE movement start
1568 * added new element "sokoban_field_player" needed for Sokoban levels
1569 (thanks to Ed Booker for pointing this out!)
1572 * added elements that can be digged or left behind by custom elements
1575 * added group elements for multiple matches and random element creation
1578 * fixed some graphical errors displayed in old levels
1581 * fixed wrong double speed movement after passing closing gates
1584 * added level loader for loading native Emerald Mine levels
1587 * changes for "shooting" style CE movement
1590 * Happy New Year! ;-)
1593 * changed default snap/drop keys from left/right Shift to Control keys
1596 * fixed bug with dead player getting reanimated from custom element
1599 * fixed bug with wrong penguin graphics (when entering exit)
1602 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1605 * version number set to 3.0.9
1608 * version 3.0.8 released
1611 * added function checked_free()
1614 * fixed bug with double nut cracking sound
1615 (by eliminating "default element action sound" assignment in init.c)
1618 * fixed crash when no music info files are available
1621 * fixed boring and sleeping sounds
1624 * added "maze runner" and "maze hunter" movement types
1625 * added extended collision conditions for custom elements
1628 * added warnings for undefined token values in artwork config files
1631 * added menu entry for level set information to the info screen
1634 * fixed bug with wrong default impact sound for colored emeralds
1637 * added several sub-screens for the info screen
1638 * menu text now also clickable (not only blue/red sphere left of it)
1641 * added configurable "bored" and "sleeping" animations for the player
1642 * added "awakening" sound for player when waking up after sleeping
1645 * added "copy" and "exchange" functions for custom elements to editor
1648 * added configurable element animations for info screen
1651 * added configurable music credits for info screen
1654 * finally fixed tape recording when player is created from CE change
1657 * added "editorsetup.conf" for editor element list configuration
1660 * added "musicinfo.conf" for menu and level music configuration
1663 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1664 (that only showed up on Linux, but not on Windows systems)
1667 * fixed turning movement of butterflies and fireflies (no frame reset)
1668 * enhanced sniksnak turning movement (two steps instead of only one)
1671 * version number set to 3.0.8
1674 * version 3.0.7 released
1677 * fixed reset of player animation frame when, for example,
1678 walking, digging or collecting share the same animation
1679 * fixed CE with "deadly when touching" exploding when touching amoeba
1682 * fixed tape recording when player is created from CE element change
1685 * introduced "turning..." action graphic for elements with move delay
1686 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1687 * added turning animations for bug, spaceship and sniksnak
1690 * prevent "extended" changed elements from delay change in same frame
1693 * fixed bug when pushing element that can move away to the side
1694 (like pushing falling elements, but now with moving elements)
1697 * finally fixed serious bug in code for delayed element pushing (again)
1700 * unavailable setup options now marked as "n/a" instead of "off"
1701 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1702 to "true", levels are always played with the latest game engine,
1703 which is desired for levels that are imported from other games; all
1704 other levels are played with the engine version stored in level file
1705 (which is normally the engine version the level was created with)
1708 * fixed serious bug in code for delayed element pushing
1709 * fixed little bug in animation frame selection for pushed elements
1710 * speed-up of reading config file for verbose output
1713 * added configuration option for opening and closing Supaplex exit
1714 * added configuration option for moving up/down animation for Murphy
1715 * fixed incorrectly displayed animation for attacking dragon
1716 * fixed bug with not setting initial gravity for each new game
1717 * fixed bug with teleportation of player by custom element change
1718 * fixed bug with player not getting smashed by rock sometimes
1721 * version number set to 3.0.7
1724 * version 3.0.6 released
1727 * added support for MP3 music for SDL version through SMPEG library
1730 * fixed bug when initializing font graphic structure
1731 * fixed bug with animation mode "pingpong" when using only 1 frame
1732 * fixed bug with extended change target introduced in 3.0.5
1733 * fixed bug where passing over moving element doubles player speed
1734 * fixed bug with elements continuing to move into push direction
1735 * fixed bug with duplicated player when dropping bomb with shield on
1736 * added "switching" event for custom elements ("pressing" only once)
1737 * fixed switching bug (resetting flag when not switching but not idle)
1740 * fixed element tokens for certain file elements with ".active" etc.
1743 * version number set to 3.0.6
1746 * version 3.0.5 released
1749 * now four envelope elements available
1750 * font, background, animation and sound for envelope now configurable
1751 * main menu doors opening/closing animation type now configurable
1754 * active/inactive sides configurable for custom element changes
1755 * new movement type "move when pushed" available for custom elements
1758 * fixed bug in multiple config pages loader code that caused crashes
1761 * enhanced (remaining low-resolution) Supaplex graphics
1764 * version number set to 3.0.5
1767 * version 3.0.4 released
1769 2003-09-12 src/tools.c
1770 * fixed bug in custom definition of crumbled element graphics
1772 2003-09-11 src/files.c
1773 * fixed bug in multiple config pages code that caused crashes
1776 * version number set to 3.0.4
1779 * version 3.0.3 released
1782 * added music to Supaplex classic level set
1784 2003-09-07 src/libgame/misc.c
1785 * added support for loading various music formats through SDL_mixer
1787 2003-09-06 (various source files)
1788 * fixed several nasty bugs that may have caused crashes on some systems
1789 * added envelope content which gets displayed when collecting envelope
1790 * added multiple change event pages for custom elements
1792 2003-08-24 src/game.c
1793 * fixed problem with player animation when snapping and moving
1795 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1796 * fixed problem with flickering when drawing toon animations
1798 2003-08-23 src/libgame/sdl.c
1799 * fixed problem with setting mouse cursor in SDL version in fullscreen
1801 2003-08-23 src/game.c
1802 * fixed bug (missing array boundary check) which could crash the game
1805 * version number set to 3.0.3
1808 * version 3.0.2 released
1810 2003-08-21 src/game.c
1811 * fixed bug with creating inaccessible elements at player position
1813 2003-08-20 src/init.c
1814 * fixed bug with not finding current level artwork directory
1816 2003-08-20 src/files.c
1817 * fixed bug with choosing wrong engine version when playing tapes
1818 * fixed bug with messing up custom element properties in 3.0.0 levels
1821 * version number set to 3.0.2
1824 * version 3.0.1 released
1826 2003-08-17 (no source files affected)
1827 * changed all "classic" PCX image files with 16 colors or less to
1828 256 color (8 bit) storage format, because the Allegro game library
1829 cannot handle PCX files with less than 256 colors (contributed
1830 graphics are not affected and might look wrong in the DOS version)
1832 2003-08-16 src/init.c
1833 * fixed bug which (for example) crashed the level editor when defining
1834 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1835 (only set to default) -- invalid graphics now set to default graphic
1837 2003-08-16 src/init.c
1838 * fixed graphical bug of player digging/collecting/snapping element
1839 when no corresponding graphic/animation is defined for this action,
1840 resulting in player being drawn as EL_EMPTY (which should only be
1841 done to elements being collected, but not to the player)
1843 2003-08-16 src/game.c
1844 * fixed small graphical bug of player not totally moving into exit
1846 2003-08-16 src/libgame/setup.c
1847 * fixed bug with wrong MS-DOS 8.3 filename conversion
1849 2003-08-16 src/tools.c
1850 * fixed bug with invisible mouse cursor when pressing ESC while playing
1852 2003-08-16 (various source files)
1853 * added another 128 custom elements (disabled in editor by default)
1855 2003-08-16 src/editor.c
1856 * fixed NULL string bug causing Solaris to crash in sprintf()
1858 2003-08-16 src/screen.c
1859 * fixed drawing over scrollbar on level selection with custom fonts
1861 2003-08-15 src/game.c
1862 * cleanup of simple sounds / loop sounds / music settings
1864 2003-08-08 (various source files)
1865 * added custom element property for dropping collected elements
1867 2003-08-08 src/conf_gfx.c
1868 * fixed bug with missing graphic for active red disk bomb
1870 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1871 * extended variable "level.gravity" to "level.initial_gravity" and
1872 "game.current_gravity" to prevent level setting from being changed
1873 by playing the level (keeping the runtime value after playing)
1875 * fixed graphics bug when digging element that has 'crumbled' graphic
1876 definition, but not 'diggable' graphic definition
1879 * version number set to 3.0.1
1882 * version 3.0.0 released
1885 * various bug fixes; among others:
1886 - fixed bug with pushing spring over empty space
1887 - fixed bug with leaving tube while placing dynamite
1888 - fixed bug with explosion of smashed penguins
1889 - allow Murphy player graphic in levels with non-Supaplex elements
1893 * I have forgotten to document changes for some time
1896 * pre-release version 2.2.0rc1 released
1899 * version number set to 2.1.2
1902 * version 2.1.1 released
1905 * version number set to 2.1.1
1908 * version 2.1.0 released
1911 * version number set to 2.1.0
1913 2002-04-03 to 2002-05-19 (various source files)
1914 * graphics, sounds and music now fully configurable
1915 * bug fixed that prevented walking through tubes when gravity on
1917 2002-04-02 src/events.c, src/editor.c
1918 * Make Escape key less aggressive when playing or when editing level.
1919 This can be configured as an option in the setup menu. (Default is
1920 "less aggressive" which means "ask user if something can be lost"
1921 when pressing the Escape key.)
1923 2002-04-02 src/screen.c
1924 * Added "graphics setup" screen.
1926 2002-04-01 src/screen.c
1927 * Changed "choose level" setup screen stuff to be more generic (to
1928 make it easier to add more "choose from generic tree" setup screens).
1930 2002-04-01 src/config.c, src/timestamp.h
1931 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1932 automatically gets created by "src/Makefile" and contains an actual
1933 compile-time timestamp to identify development versions of the game).
1935 2002-03-31 src/tape.c, src/events.c
1936 * Added quick game/tape save/load functions to tape stuff which can be
1937 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1938 loads previously recorded tape and directly goes into recording mode
1939 from the end of the tape (therefore appending to the tape).
1941 2002-03-31 src/tape.c
1942 * Added "index mark" function to tape recorder. When playing or
1943 recording, "eject" button changes to "index" button. Setting index
1944 mark is not yet implemented, but pressing index button when playing
1945 allows very quick advancing to end of tape (when normal playing),
1946 very fast forward mode (when playing with normal fast forward) or
1947 very fast reaching of "pause before end of tape" (when playing with
1948 "pause before end" playing mode).
1950 2002-03-30 src/cartoons.c
1951 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1953 2002-03-29 src/screen.c
1954 * Changed setup screen stuff to be more generic (to make it easier
1955 to add more setup screens).
1957 2002-03-23 src/main.c, src/main.h
1958 * Various changes due to the introduction of the new libgame files
1959 "setup.c" and "joystick.c".
1961 2002-03-23 src/files.c
1962 * Generic parts of "src/files.c" (mainly setup and level directory
1963 stuff) moved to new libgame file "src/libgame/setup.c".
1965 2002-03-23 src/joystick.c
1966 * File "src/joystick.c" moved to libgame source tree, with
1967 correspondig changes.
1969 2002-03-22 src/screens.c
1970 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1971 (Wrong level series information displayed when entering main group.)
1973 2002-03-22 src/editor.c
1974 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1976 2002-03-22 src/editor.c
1977 * Changed behaviour of "Escape" key in level editor to be more
1978 intuitive: When in "Element Properties" or "Level Info" mode,
1979 return to "Drawing Mode" instead of leaving the level editor.
1981 2002-03-21 src/game.c, src/editor.c, src/files.c
1982 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1983 gems (emeralds, diamonds, ...) slipping down from normal wall,
1984 steel wall and growing wall (as in E.M.C. style levels). Although
1985 the behaviour of contributed and private levels wasn't changed (due
1986 to the use of "level.game_version"; see previous entry), editing
1987 those levels will (of course) change the behaviour accordingly.
1989 This change seems a bit too hard after thinking about it, because
1990 the EM style behaviour is not the "expected" behaviour (gems would
1991 normally only slip down from "rounded" walls). Therefore this was
1992 now changed to an element property for gem style elements, with the
1993 default setting "off" (which means: no special EM style behaviour).
1994 To fix older converted levels, this flag is set to "on" for pre-2.0
1995 levels that are neither contributed nor private levels.
1997 2002-03-20 src/files.h
1998 * Corrected settings for "level.game_version" depending of level type.
1999 (Contributed and private levels always get played with game engine
2000 version they were created with, while converted levels always get
2001 played with the most recent version of the game engine, to let new
2002 corrections of the emulation behaviour take effect.)
2004 2002-03-20 src/main.h
2005 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2006 compiling the SDL version on some systems.
2007 Thanks to the several people who pointed this out.
2010 * Version number set to 2.0.2.
2013 * Version 2.0.1 released.
2015 2002-03-18 src/screens.c
2016 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2018 2002-03-18 src/files.c [src/libgame/misc.c]
2019 * Moved some common functions from src/files.c to src/libgame/misc.c.
2021 2002-03-18 src/files.c [src/libgame/misc.c]
2022 * Changed permissions for new directories and saved files (especially
2023 score files) according to suggestions of Debian users and mantainers.
2024 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2026 2002-03-17 src/files.c
2027 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2028 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2029 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2030 for levels and "TAPE" for tapes). Old "cookie" style format is
2031 still supported for reading. New level and tape files are written
2034 * New IFF chunk "VERS" contains version numbers for file and game
2035 (where "game version" is the version of the program that wrote the
2036 file, and "file version" is a version number to distinguish files
2037 with different format, for example after adding new features).
2039 2002-03-15 src/screen.c
2040 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2041 (Before, you heard a mixture of the in-game music and the
2042 hall-of-fame music.)
2044 2002-03-14 src/events.c
2045 * Function "DumpTape()" (files.c) now available by pressing 't' from
2046 main menu (when in DEBUG mode).
2048 2002-03-14 src/game.c
2049 * "GameWon()": When game was won playing a tape, now there is no delay
2050 raising the score and no corresponding sound is played.
2052 2002-03-14 src/files.c
2053 * Changed "LoadTape()" for real chunk support and also adjusted
2054 "SaveTape()" accordingly.
2056 2002-03-14 src/game.c, src/tape.c, src/files.c
2057 * Important changes to tape format: The old tape format stored all
2058 actions with a real effect with a corresponding delay between the
2059 stored actions. This had some major disadvantages (for example,
2060 push delays had to be ignored, pressing a button for some seconds
2061 mutated to several single button presses because of the non-action
2062 delays between two action frames etc.). The new tape format just
2063 stupidly records all device actions and replays them later. I really
2064 don't know why I haven't solved it that way before?! Old-style tapes
2065 (with tape file version less than 2.0) get converted to the new
2066 format on-the-fly when loading and can therefore still be played;
2067 only some minor parts of the old-style tape handling code was needed.
2068 (A perfect conversion is not possible, because there is information
2069 missing about the device actions between two action frames.)
2071 2002-03-14 src/files.c
2072 * New function "DumpTape()" to dump the contents of the current tape
2073 in a human readable format.
2075 2002-03-14 src/game.c
2076 * Small tape bug fixed: When automatically advancing to next level
2077 after a game was won, the tape from the previous level still was
2078 loaded as a tape for the new level.
2080 2002-03-14 src/tape.c
2081 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2082 tape, cartoons did not get completely removed because
2083 StopAnimation() was not called.
2085 2002-03-13 src/files.c
2086 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2087 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2088 size even when using 16-bit elements). Added new chunk "CNT2" for
2089 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2090 chunk even when content was 16-bit element). "CNT2" should now be
2091 able to store content for arbitrary elements (up to eight blocks of
2092 3 x 3 element arrays). All "CNT2" elements will always be stored as
2093 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2095 2002-03-13 src/files.c
2096 * Changed "LoadLevel()" for real chunk support.
2098 2002-03-12 src/game.c
2099 * Fixed problem (introduced after 2.0.0 release) with penguins
2100 not getting killed by enemies
2102 2002-02-24 src/game.c, src/main.h
2103 * Added "player->is_moving"; now "player->last_move_dir" does
2104 not contain any information if the player is just moving at
2106 Before, "player->last_move_dir" was misused for this purpose
2107 for the robot stuff (robots don't kill players when they are
2108 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2109 broke tapes when walking through pipes!
2110 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2111 in a continuous movement. This fact is ignored for friends and