2 * added support for accessing native Diamond Caves II level packages
3 * fixed displaying of game panel values for Emerald Mine game engine
4 * fixed displaying end-of-level time and score values on new game panel
7 * added game panel control to display arbitrary elements on game panel
8 * added game panel control to display custom element score (globally
9 unique for identical custom elements) either as value or as element
10 * added ".draw_masked" and ".draw_order" to game panel control drawing
13 * fixed some general bugs with handling of ".active" elements and fonts
16 * cleanup of game panel elements (some elements were not really needed)
17 * added displaying of gravity state (on/off) as new game panel control
18 * added animation for game panel elements (similar to game elements)
21 * added new pseudo game mode "PANEL" to define panel fonts and graphics
22 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
23 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
24 (else graphics would have to use ".PLAYING", which would be confusing)
25 * fixed bug when fading out to game screen with border mask defined
28 * added attribute ".tile_size" for element style game panel controls
31 * added <space> key as additional valid key to use for confirm requester
34 * improved menu fading, adding separate fading definitions for entering
35 and leaving a "content" screen (in general), and optional definitions
36 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
39 * added (currently invisible) setup option to define scroll delay value
40 * fixed small bug in priority handling when auto-detecting level start
41 position in levels without player element (but player from CE etc.)
42 * added option "game.forced_scroll_delay_value" to override user choice
43 of scroll delay value for certain level sets with "graphicsinfo.conf"
44 * replaced setup option "scroll delay: on/off" by new setup option that
45 directly allows selecting the desired scroll delay value from 0 to 8
48 * added displaying of most game panel control elements (not animated)
51 * added new configuration directives to display additional game engine
52 values on the game control panel, like the following examples:
53 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
54 - game.panel.penguins - number of penguins to rescue
55 - game.panel.level_name - level name of current level
58 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
61 * added new player option "no centering when relocating" for "invisible"
62 teleportations to level areas that look exactly the same, giving the
63 illusion that the player did not relocate at all (this was the default
64 since 3.2.3, but caused visual problems with room creation in "Zelda")
65 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
68 * improved menu fading, adding separate fading definitions for entering
69 and leaving a menu and for fading between menu and "content" screens
70 * fixed small bug with recognizing also ".font_xyz" style definitions
73 * improved menu fading, adding separate fading definitions for fading
74 between menu screens and fading between menu and "destination" screens
77 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
78 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
79 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
80 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
82 * improved title fading, allowing fading animation types "none", "fade"
83 and "crossfade" (including cross-fading of last title to main menu)
86 * added configurability of graphics, sounds and music for title screens,
87 which are separated into initial title screens (only shown once at
88 program startup) and title screens shown for a given level set; these
89 title screens can be composed of up to five title images and up to
90 five title text messages (each drawn using an optional background
91 image), also using background music and/or sounds; aspects like
92 background images, sounds and music of title screens can either be
93 defined generally (valid for all title screens) or specifically (and
94 therefore differently for each title screen) using these directives:
96 to define a background image, sound or music file for all screens:
97 - background.TITLE_INITIAL (for all title screens for game startup)
98 - background.TITLE (for all title screens for level sets)
100 to define a background image, sound or music file for a single screen:
101 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
102 - background.titlescreen_x (with x in 1,2,3,4,5)
103 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
104 - background.titlemessage_x (with x in 1,2,3,4,5)
106 to define the title screen images:
107 - titlescreen_initial_x (with x in 1,2,3,4,5)
108 - titlescreen_x (with x in 1,2,3,4,5)
110 to define the title text messages, place text files into the level set
111 directory that have the following file names:
112 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
113 - titlemessage_x.txt (with x in 1,2,3,4,5)
115 to define the properties of the text messages, either use directives
116 that affect all text messages:
117 - [titlemessage_initial].<suffix>
118 - [titlemessage].<suffix>
119 or use directives that affect single text messages:
120 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
121 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
123 valid values for <suffix> are the same as for readme.<suffix> below;
124 use ".sort_priority" (default: 0) to define an arbitrary order for
125 title images and title messages (which can therefore be mixed)
128 * added full configurability of "readme.txt" screen appearance:
129 - readme.x: <left position used with alignment>
130 - readme.y: <top position>
131 - readme.width: <maximim text width in pixels>
132 - readme.height: <maximum text height in pixels>
133 - readme.chars: <maximum number of chars per line>
134 - readme.lines: <maximum number of lines displayed>
135 - readme.align: left,center,right (default: center)
136 - readme.top: top,middle,bottom (default: top)
137 - readme.font: font name
138 - readme.autowrap: true,false (default: true)
139 - readme.centered: true,false (default: false)
140 - readme.parse_comments: true,false (default: true)
141 - readme.sort_priority: (not used here, but only for title screens)
142 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
143 default), they are automatically determined from "readme.width" and
144 "readme.height" accordingly; when they are not "-1", they have
145 precedence over "readme.width" and "readme.height"
146 * added internal ad-hoc config settings for displaying text files like
147 title messages or "readme.txt" style level set info files:
148 - .font: font name (default: readme.font)
149 - .autowrap: true,false (default: readme.autowrap)
150 - .centered: true,false (default: readme.centered)
151 - .parse_comments: true,false (default: readme.parse_comments)
152 (the leading '.' and the separating ':' are mandatory here); to use
153 these ad-hoc settings, they have to be written inside a comment, like
154 "# .autowrap: false" or "# .centered: true"; these settings then
155 override the above global settings (they can even be used more than
156 once, like "# .centered: true", then some text that should be drawn
157 centered, then "# .centered: false" to go back to non-centered text;
158 important note: after using "# .parse_comments: false", or when using
159 "readme.parse_comments: false", detecting and parsing comments inside
160 the file is disabled and comments are just printed like normal text;
161 also be aware that all automatic text size calculations are done with
162 the font defined in "readme.font", while using different fonts using
163 "# .font: <font>" inside the text file may cause unexpected results
166 * changed some numerical limits in the level editor from 255 to 999
169 * added option "system.sdl_videodriver" to select SDL video driver
170 * added output of SDL video and audio driver to "version info" page
173 * added group element drawing to IntelliDraw drawing functions
174 * fixed animation resetting problem again (last try broke Snake Bite)
175 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
178 * added new (special) "include: <filename>" directive that works in all
179 configuration files (like "graphicsinfo.conf") and that has the same
180 effect as if that directive would be replaced with the content of the
181 specified file (this can be useful to split large configuration files
182 into several smaller ones and include them from one main file, or to
183 store configuration settings that always stay the same into a separate
184 file, while including it and only add those parts that really change)
187 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
190 * fixed bug in "InitMovingField()" where treating an integer array as
191 boolean caused wrong resetting of animations while elements are moving
192 * fixed problem with resetting animations when starting element change
195 * added sort priority for order of title screens and title messages
198 * changed end of game again: do not wait for the user to press a key
199 anymore, but directly ask/confirm tape saving and go to hall of fame
200 * re-enabled quitting of lost game by pressing space or return again
201 * added blanking of mouse pointer when displaying title screens
202 * added remaining menu draw offset definitions for info sub-screens
205 * added setup option to select game speed (from very slow to very fast)
206 * improved handling of title text messages (initial and for level set)
209 * added new options "auto-wrap" and "centered" for DC2 style envelopes
212 * fixed displaying and typing of player name when it is centered
213 * added special characters to be allowed for player name (not only A-Z)
216 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
217 (newer versions of the SDL library seem to not like this anymore)
220 * added code for configuration directives for control of game panel
223 * fixed small cosmetical bug with underlining property tabs in editor
226 * fixed small drawing bug in X11FadeRectangle
227 * added new elements for newly supported Diamond Caves II levels:
228 - EM/DC style exits that disappear after passing
229 - white key and gate (one white key needed for each white gate)
230 - fake gate (there is no key to open/pass this kind of gate!)
231 - extended magic wall which also handles pearls and crystals
235 * changed maximum value for endless loop detection to a higher value
236 (some levels really used very deep recursion without being endless)
239 * added new elements for newly supported Diamond Caves II levels:
240 - growing steel walls
241 - snappable land mine
244 * added new elements for newly supported Diamond Caves II levels:
245 - steel text elements
248 * added level file loader for native Diamond Caves II levels
251 * version number set to 3.2.4
254 * version 3.2.3 released
257 * fixed malloc/free bug when updating EMC artwork entries in level list
258 * added workaround (warning and request to quit the current game) when
259 changing elements cause endless recursion loop (which would otherwise
260 freeze the game, causing a crash-like program exit on some systems)
263 * fixed nasty string overflow bug when entering too long envelope text
266 * added feedback sounds for menu navigation "menu.item.activating" and
267 "menu.item.selecting" (for highlighting and executing menu entries)
270 * improved "no scrolling when relocating" to also consider scroll delay
271 (meaning that the player is not automatically centered in this case;
272 this makes it possible to "invisibly" relocate the player to a region
273 of the level playfield which looks the same as the old level region)
274 * fixed bug with not recognizing "main.input.name.align" when active
277 * fixed bug with displaying masked borders over title screens when
278 screen fading is disabled
281 * fixed infinite loop / crash bug when killing the player while having
282 a CE with the setting "kill player X when explosion of <player X>"
283 * added special editor graphic for "char_space" to distinguish it from
284 "empty_space" when editing a level (in-game graphics still the same)
287 * fixed nasty bug with initialization only done for the first player
290 * small change to handle loading empty element/content list micro chunks
293 * uploaded pre-release (test) version 3.2.3-0 binary and source code
296 * some optimizations on startup speed by reducing initial text output
299 * added caching of custom artwork information for faster startup times
302 * fixed graphical bug when using fewer menu entries on level selection
303 screen than usual (with "menu.list_size.LEVELS" directive)
304 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
305 the backbuffer to the backbuffer by error (with identical rectangle)
308 * fixed bug when displaying titlescreen with size less than element tile
309 * fixed bug that caused elements with "change when digging <e>" event
310 to change for _every_ digged element, not only those specified in <e>
311 * fixed bug that caused impact style collision when dropping element one
312 tile over the player that can both fall down and smash players
313 * fixed bug that caused impact style collision when element changed to
314 falling/smashing element over the player immediately after movement
317 * fixed bug that allowed making engine snapshots from the level editor
320 * fixed bugs with player name and current level positions on main screen
323 * added configuration directives for control of title screens:
324 - "title.fade_delay" for fading time
325 - "title.post_delay" for pause between screens (when not crossfading)
326 - "title.auto_delay" to automatically continue after some time
327 these settings can each be overridden by specifying them with titles:
328 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
329 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
330 fading mode can also be specified:
331 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
332 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
333 default is using normal fading for menues and initial title screens,
334 while using cross-fading for level set title screens
335 * fixed bug with background not drawn in Hall of Fame after game was won
338 * added configuration directives for the remaining main menu items
341 * added additional configuration directives for info screen draw offset:
342 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
343 * added additional configuration directives for preview info text
344 * limited mouse wheel sensitive screen area to scrollable screen area
347 * added highlighted menu text entries to menu navigation when selected
350 * fixed bug that prevented player from correctly being created in the
351 top left corner by a custom element change in a level without player
352 * fixed bug that prevented player from being killed when indestructible,
353 non-walkable element is placed on player position by extended change
354 * added configurable menu button, text and input positions to main menu
357 * added page fading effects for remaining info sub-screens
358 * fixed small bug that caused some delays when answering door request
361 * added directives "border.draw_masked.*" for menu/playfield area and
362 door areas to display overlapping/masked borders from "global.border"
365 * fixed bug with CE with move speed "not moving" not being animated
366 * when changing player artwork by CE action, reset animation frame
369 * fixed bug with not unmapping main menu screen gadgets on other screens
370 * fixed bug with un-pausing a paused game by releasing still pressed key
371 * fixed bug with not redrawing screen when toggling to/from fullscreen
372 mode while fast reloading tape (without redrawing playfield contents)
373 * fixed bug with quick-saving tape snapshot despite answering with "no"
376 * version number set to 3.2.3
379 * version 3.2.2 released
382 * fixed bug with redrawing screen in fullscreen mode after quick tape
383 reloading when using the EMC game engine
384 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
387 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
390 * added engine snapshot functionality for instant tape reloading (this
391 only works for the last tape saved using "quick save", and does not
392 work across program restarts, because it completely works in memory)
395 * version number set to 3.2.2
398 * version 3.2.1 released
401 * fixed nasty bugs with handling error message file on Mac OS X systems
404 * general code cleanup (removing many annoying "#if 0" blocks etc.)
407 * fixed bug that caused broken tapes when manually appending to tapes
408 using the "pause before death" functionality, followed by recording
409 * added setup option to disable fading of screens for faster testing
412 * code cleanup of new fading functions
415 * changed behaviour after solved game -- do not immediately stop engine
416 * added some more smooth screen fadings (game start, hall of fame etc.)
419 * fixed bug with displaying pushed CE with value/score/delay anim_mode
422 * added configurable level preview position, tile size and dimensions
423 * added configurable game panel value positions (gems, time, score etc.)
426 * fixed small bug with time displayed incorrectly when collecting CEs
429 * fixed bug with bumpy scrolling with EM engine in double player mode
432 * added compatibility code to fix "Snake Bite" style levels that were
433 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
436 * fixed bug with scrollbars inside editor when using the Windows mouse
437 enhancement tool "True X-Mouse" (which injects key events to the event
438 queue to insert selected stuff into the Windows clipboard, which gets
439 confused with the "Insert" key for jumping to the last editor cascade
440 block in the element list)
441 * added Rocks'n'Diamonds icon for use as window icon to SDL version
442 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
445 * added selection of preferred fullscreen mode to setup / graphics menu
446 (useful if default mode 800 x 600 does not match screen aspect ratio)
449 * improved down-scaling of images for better editor and preview graphics
450 * changed user data directory for Mac OS X from Unix style to new place
453 * improved level number selection in main menu and player selection in
454 setup menu (input devices section) by using standard button gadgets
455 * added support for mouse scroll wheel (caused buggy behaviour before)
456 * added support for scrolling horizontal scrollbars with mouse wheel by
457 holding "Shift" key pressed while scrolling the wheel
458 * added support for single step mouse wheel scrolling by holding "Alt"
459 key pressed while scrolling the wheel (can be combined with "Shift")
460 * changed output file "stderr.txt" on Windows platform now always to be
461 created in the R'n'D sub-directory of the personal documents directory
462 * added Windows message box to direct to "stderr.txt" after error aborts
465 * improved general scrollbar handling (when jump-scrolling scrollbars)
468 * changed scrollbars to always show last line as first after scrolling
469 (that means jumping n - 1 screen lines instead of n screen lines)
472 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
473 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
474 * fixed special handling of vertically stacked acid becoming fake acid
477 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
478 affect multiple instances of the same CE, although this kind of
479 change condition usually only affects one single custom element
482 * version number set to 3.2.1
485 * version 3.2.0 released
488 * reorganized level editor element list a bit to match engines better
491 * fixed newly introduced bug with wrongly initializing clipboard element
494 * fixed bug with displaying visible/invisible level border in editor
497 * reorganized some elements in the level editor element list
500 * fixed bug with displaying any player as "yellow" when moving into acid
501 * fixed bug with displaying running player when player stopped at border
504 * fixed bug with player exploding when moving into acid
505 * fixed bug with level settings being reset in editor and when playing
506 (some compatibility settings being set not only after level loading)
507 * fixed crash bug when number of custom graphic frames was set to zero
508 * fixed bug with teleporting player on walkable tile not working anymore
509 * added partial compatibility support for pre-release-only "CONF" chunk
510 (to make Alan Bond's "color cycle" demo work again :-) )
513 * fixed some bugs when displaying title screens from info screen menu
514 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
517 * changed file major version to 3 to reflect level file format changes
518 * uploaded pre-release (test) version 3.2.0-8 binary and source code
521 * added new chunk "NAME" to level file format for level name settings
522 * added new chunk "NOTE" to level file format for envelope settings
523 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
524 * updated magic(5) file to recognize changed and new level file chunks
525 * removed change events "change when CE value/score changes" as unneeded
528 * changed gravity (which only affects the player) from level property
529 to player property (only makes a difference in multi-player levels)
530 * added change events "change when CE value/score changes"
531 * added change events "change when CE value/score changes of <element>"
534 * added new chunk "INFO" to level file format for global level settings
535 * added all element settings from "HEAD" chunk to "CONF" chunk
536 * added all global level settings from "HEAD" chunk to "INFO" chunk
539 * changed level file format by adding two new chunks "CUSX" (for custom
540 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
541 elements, replacing the previous "GRP1" chunk); these new IFF style
542 chunks use the new and flexible "micro chunks inside chunks" technique
543 already used with the new "CONF" chunk (for normal element properties)
544 which makes it possible to easily extend the existing level format
545 (instead of using fixed-length chunks like before, which are either
546 too big due to reserved bytes for future use, or too small when those
547 reserved bytes have all been used and even more data should be stored,
548 requiring the replacement by new and larger chunks just like it went
549 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
552 * added credits pages to the "credits" section that were really missing
553 * added some missing element descriptions to the level editor
554 * added down position of switchgate switch to the level editor
555 and allowed the use of both switch positions at the same time
556 * changed use of "Insert" and "Delete" keys to navigate element list in
557 level editor to start of previous or next cascading block of elements
560 * added the possibility to view the title screen to the info screen menu
561 * fixed some minor bugs with viewing title screens
564 * fixed bug with title (cross)fading in/out when using fullscreen mode
567 * fixed bug that forced re-defining of menu settings in local graphics
568 config file which are already defined in existing base config file
569 * fixed small bug that caused door sounds playing when music is enabled
572 * added the possibility to define up to five title screens for each
573 level set that are displayed after loading using (cross)fading in/out
574 (this was added to display the various start images of the EMC sets)
577 * added "CE score gets zero [of]" to custom element trigger conditions
578 * added setup option to display element token name in level editor
581 * added compatibility code for Juergen Bonhagen's menu artwork settings
584 * fixed bug with displaying wrong animation frame 0 after CE changes
585 * fixed bug with creating invisible elements when light switch is on
588 * added selection between ECS and AGA graphics for EMC levels to setup
591 * adjusted font handling for various narrow EMC style fonts
594 * changed EM engine behaviour back to re-allow initial rolling springs
597 * fixed handling of over-large selectboxes (less error-prone now)
598 * fixed bug when creating GE with walkable element under the player
601 * added use of "Insert" and "Delete" keys to navigate element list in
602 level editor to start of custom elements or start of group elements
603 * added virtual elements to access CE value and CE score of elements:
604 - "CE value of triggering element"
605 - "CE score of triggering element"
606 - "CE value of current element"
607 - "CE score of current element"
610 * fixed "grass" to "sand" in older EM levels (up to file version V4)
613 * changed behaviour of network games with internal errors (because of
614 different client frame counters) from immediately terminating R'n'D
615 to displaying an error message requester and stopping only the game
616 (also to prevent impression of crashes under non command-line runs)
617 * fixed playing network games with the EMC engine (did not work before)
618 * fixed bug with not scrolling the screen in multi-player mode with the
619 focus on player 1 when all players are moving in different directions
620 * fixed bug with keeping pointer to gadget even after its deallocation
621 * fixed bug with allowing "focus on all players" in network games
622 * fixed bug with player focus when playing tapes from network games
625 * uploaded pre-release (test) version 3.2.0-7 binary and source code
628 * code cleanup for game action control for R'n'D and EMC game engine
631 * fixed bug in multi-player movement with focus on both players
632 * added option to control only the focussed player with all input
635 * added player focus switching to level tape recording and re-playing
638 * fixed some bugs in player focus switching in EMC and RND game engine
641 * added special Supaplex animations for Murphy digging and snapping
642 * added special Supaplex animations for Murphy being bored and sleeping
645 * added four new yam yams with explicit start direction for EMC engine
646 * fixed bug in src/libgame/text.c with printing text outside the window
649 * fixed small bug in EMC level loader (copyright sign in EM II levels)
652 * added delayed ignition of EM style dynamite when used in R'n'D engine
653 * added limited movement range to EMC engine when focus on all players
656 * fixed bug with missing (zero) score values for native Supaplex levels
659 * added "continuous snapping" (snapping many elements while holding the
660 snap key pressed, without releasing the snap key after each element)
661 as a new player setting for more compatibility with the classic games
664 * finished scrolling for "focus on all players" in EMC graphics engine
667 * level sets with "levels: 0" are ignored for levels, but not artwork
668 * fixed bug when scanning empty level group directories (endless loop)
671 * fixed bug with explosion graphic for player using "Murphy" graphic
672 * fixed bug with explosion graphic if player leaves explosion in time
673 * changed some descriptive text in setup menu to use medium-width font
674 * added key shortcut settings for switching player focus to setup menu
677 * fixed bug with random value initialization when recording tapes
678 * fixed bug with playing single player tapes when team mode activated
681 * fixed little bug when trying to switch to player that does not exist
684 * added player switching (visual and quick) to R'n'D and EM game engine
685 * added setup option to select visual or quick in-game player switching
688 * added use of "Home" and "End" keys to handle element list in editor
691 * fixed bug with adding score when playing tape with EMC game engine
692 * added steel wall border for levels using EMC engine without border
693 * finally fixed delayed scrolling in EMC engine also for small levels
696 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
699 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
700 * fixed bug when displaying info element without action, but direction
703 * fixed minor graphical problems with springs smashing and slurping
704 (when using R'n'D style graphics instead of EMC style graphics)
707 * added scroll delay (as configured in setup) to EMC graphics engine
710 * improved screen redraw for EMC graphics engine (faster and smoother)
711 * when not scrolling, do not redraw the whole playfield if not needed
714 * added multi-player mode for EMC game engine (with up to four players)
717 * added android (can clone elements) from EMC engine to R'n'D engine
720 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
723 * added selectbox for initial player speed to player settings in editor
726 * version 3.1.2 created that is basically version 3.1.1, but with a
727 major bug fixed that prevented editing your own private levels
728 * version 3.1.2 released
731 * added magic ball (creates elements) from EMC engine to R'n'D engine
734 * uploaded fixed pre-release version 3.2.0-6 binary and source code
737 * fixed bug when using "CE can leave behind <trigger element>"
738 * added new change condition "(after/when) creation of <element>"
739 * added new change condition "(after/when) digging <element>"
740 * fixed bug accessing invalid gadget that caused crashes under Windows
741 * deactivated new possibility for multiple CE changes per frame
744 * uploaded pre-release (test) version 3.2.0-6 binary and source code
747 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
748 * fixed bug with not keeping CE value for moving CEs with only action
749 * changed CE action selectboxes in editor to be only reset when needed
752 * added option "use artwork from element" for custom player artwork
753 * added option "use explosion from element" for player explosions
756 * added cascaded element lists in the level editor
757 * added persistence for cascaded element lists by "editorcascade.conf"
758 * added dynamic element list with all elements used in current level
759 * added possibility for multiple CE changes per frame (experimental)
762 * uploaded pre-release (test) version 3.2.0-5 binary and source code
765 * changed "score for each 10 seconds/steps left" to "1 second/step"
766 * added own score for collecting "extra time" instead of sharing it
767 * added change events "switched by player" and "player switches <e>"
768 * added change events "snapped by player" and "player snaps <e>"
769 * added "set player artwork: <element choice>" to CE action options
770 * added change event "move of <element>"
773 * added "set player shield: off / normal / deadly" to CE action options
774 * added new player option "use level start element" in level editor
775 to set the correct focus at level start to elements from which the
776 player is created later (this did not work before for cascaded CE
777 changes resulting in creation of the player; it is now also possible
778 to create the player from a yam yam which is smashed at level start)
781 * added "set player speed: frozen (not moving)" to CE action options
782 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
785 * added new player option "block snap field" (enabled by default) to
786 make it possible to show a snapping animation like in Emerald Mine
789 * added dynamic selectboxes to custom element action settings in editor
790 * added "CE value" counter for custom elements (instead of "CE count")
791 * added option to use the last "CE value" after custom element change
792 * added option to use the "CE value" of other elements in CE actions
793 * fixed odd behaviour when pressing time orb in levels w/o time limit
794 * added checkbox "use time orb bug" for older levels that use this bug
797 * added missing configuration settings for the following elements:
798 - EL_TIMEGATE_SWITCH (time of open time gate)
799 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
800 - EL_SHIELD_NORMAL (time of shield duration)
801 - EL_SHIELD_DEADLY (time of shield duration)
802 - EL_EXTRA_TIME (time added to level time)
803 - EL_TIME_ORB_FULL (time added to level time)
806 * added "wind direction" as a movement pattern for custom elements
807 * added initial wind direction for balloon / custom elements to editor
808 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
811 * added parameters for "game of life" and "biomaze" elements to editor
814 * added level file chunk "CONF" for generic level and element settings
817 * uploaded pre-release (test) version 3.2.0-4 binary and source code
820 * skip empty level sets (with "levels: 0"; may be artwork base sets)
821 * added sound action ".page[1]" to ".page[32]" for each CE change page
824 * added image config suffix ".clone_from" to copy whole image settings
825 * fixed bug with invalid ("undefined") CE settings in old level files
828 * fixed graphical bug with smashing elements falling faster than player
831 * fixed major bug which prevented private levels from being edited
832 * fixed bug with precedence of general and special font definitions
835 * fixed graphical bug with player animation when player moves slowly
838 * uploaded pre-release (test) version 3.2.0-3 binary and source code
841 * fixed bug which prevented "global.num_toons: 0" from working
844 * major code cleanup (removed all these annoying "#if 0" blocks)
847 * added custom element actions for CE change page in level editor
850 * fixed music initialization bug in init.c (thanks to David Binderman)
851 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
852 (this bug must probably be fixed at other places, too)
855 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
856 (should be '#include <SDL.h>' instead)
859 * fixed bug which prevented "walkable from no direction" from working
860 (due to compatibility code overwriting this setting after loading)
863 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
866 * version number temporarily set to 3.1.1 (intermediate bugfix release)
867 * version 3.1.1 released
870 * changed some va_arg() arguments from 'long' to 'int', fixing problems
871 on 64-bit architecture systems with LP64 data model
874 * fixed bug with bombs not exploding when hitting the last level line
875 (introduced after the release of 3.1.0)
878 * added support for dumping small-sized level sketches from editor
881 * added recognition of "trigger element" for "change digged element to"
882 (this is not really what the "trigger element" was made for, but its
883 use may seem obvious for leaving back digged elements unchanged)
886 * fixed multiple warnings about failed joystick device initialization
889 * fixed bug with dynamite dropped on top of just dropped custom element
890 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
891 dynamite can still be dropped, but drop key must be released before
894 * fixed bug with wrong start directory when started from file browser
895 (due to this bug, R'n'D could not be started from KDE's Konqueror)
898 * fixed bug causing "change when impact" on player not working
899 * fixed wrong priority of "hitting something" over "hitting <element>"
900 * fixed wrong priority of "hit by something" over "hit by <element>"
903 * fixed graphical bug which caused the player (being Murphy) to show
904 collecting animations although the element was collected by penguin
907 * fixed two bugs causing wrong door background graphics in system.c
908 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
911 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
912 * added "no direction" to "walkable/passable from" selectbox options
915 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
916 * in tape autoplay, not only report broken, but also missing tapes
919 * uploaded pre-release (test) version 3.2.0-2 binary and source code
922 * fixed small bug with "linear" animation not working for active lamp
925 * fixed bug with moving up despite gravity due to "block last field"
926 * fixed small bug with wrong draw offset when typing name in main menu
927 * when reading user names from "passwd", ignore data after first comma
928 * when creating new "levelinfo.conf", only write some selected entries
931 * fixed displaying "imported from/by" on preview with empty string
932 * fixed ignoring draw offset for fonts used for level preview texts
935 * fixed a delay problem with SDL and too many mouse motion events
936 * added setup option "skip levels" and level skipping functionality
939 * added move speed "not moving" for non-moving CEs, but with direction
942 * fixed mapping of obsolete element token names in "editorsetup.conf"
943 * fixed bug with sound "acid.splashing" treated as a loop sound
944 * fixed some little sound bugs in native EM engine
947 * fixed small bug when dragging scrollbars to end positions
950 * added editor element descriptions written by Aaron Davidson
953 * improved fallback handling when configured artwork is not available
954 (now using default artwork instead of exiting when files not found)
957 * fixed bug on level selection screen when dragging scrollbar
960 * fixed bug which caused broken tapes when appending to EM engine tapes
963 * uploaded pre-release (test) version 3.2.0-1 binary and source code
966 * added code to replace changed artwork config tokens with other tokens
967 (needed for backwards compatibility, so that older tokens still work)
970 * added native R'n'D graphics for some new EMC elements in EM engine
973 * fixed some bugs in the EM engine integration code
974 * changed EM engine code to allow diagonal movement
975 * changed EM engine code to allow use of separate snap and drop keys
978 * fixed some redraw bugs when using EM engine
981 * fixed bug with not converting RND levels which are set to use native
982 engine to native level structure when loading
985 * uploaded pre-release (test) version 3.2.0-0 binary and source code
988 * version number set to 3.2.0
991 * level data now reset to defaults after attempt to load invalid file
994 * added use of "editorsetup.conf" for different level sets
997 * added auto-detection for various types of Emerald Mine level files
1000 * fixed bug with scrollbars getting too small when list is very large
1003 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1006 * added most level editor configuration gadgets for new EMC elements
1009 * added more element and graphic definitions for new EMC elements
1012 * modified native EM engine to use integrated R'n'D sound system
1015 * added SDL support to graphics functions in native EM engine
1016 (by always using generic libgame interface functions)
1019 * fixed bug in frame synchronization in native EM engine
1022 * added code to convert levels between R'n'D and native EM engine
1025 * new Emerald Mine engine can now play levels selected in main menu
1028 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1029 (which creates scaled down graphics for level editor and preview);
1030 there's still a memory leak somewhere in the artwork handling code
1031 * added "scale image up" functionality to X11 version of zoom function
1034 * first attempts to integrate new, native Emerald Mine Club engine
1037 * fixed bug in gadget code which caused reset of CEs in level editor
1038 (example: pressing 'b' [grab brush] on CE config page erased values)
1039 (solution: check if gadgets in ClickOnGadget() are really mapped)
1040 * improved level change detection in editor (settings now also checked)
1041 * fixed bug with "can move into acid" and "don't collide with" state
1044 * fixed maze runner style CEs to use the configured move delay value
1047 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1050 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1051 * fixed the above fix because it broke level set "machine" (*sigh*)
1052 * fixed random element placement in level editor to work as expected
1053 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1056 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1059 * fixed bug (missing array boundary check) which caused broken tapes
1060 * fixed bug (when loading level template) which caused broken levels
1061 * fixed bug with new block last field code when using non-yellow player
1064 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1065 * internal change of how the player blocks the last field when moving
1066 * fixed blocking delay of last field for EM and SP style block delay
1067 * fixed bug where the player had to wait for the usual move delay after
1068 unsuccessfully trying to move, when he directly could move after that
1069 * the last two changes should make original Supaplex level 93 solvable
1070 * improved use of random number generator to make it less predictable
1071 * fixed behaviour of slippery SP elements to let slip left, then right
1074 * fixed bug with wrong door state after trying to quickload empty tape
1075 * fixed waste of static memory usage of the binary, making it smaller
1076 * fixed very little graphical bug in Supaplex explosion
1079 * version number set to 3.1.1
1082 * version 3.1.0 released
1085 * fixed bug with crash when writing user levelinfo.conf the first time
1088 * added option "convert LEVELDIR [NR]" to command line batch commands
1089 * re-converted Supaplex levels to apply latest engine fixes
1090 * changed "use graphic/sound of element" to "use graphic of element"
1091 due to compatibility problems with some levels ("bug machine" etc.)
1094 * fixed bug with CE change replacing player with same or other player
1097 * fixed bug with opaque font in envelope with background graphic when
1098 background graphic is not transparent itself
1101 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1102 * corrected original Supaplex level loading code to use these new ports
1103 * also corrected Supaplex loader to auto-count infotrons if set to zero
1106 * fixed bug with missing initialization of "modified" flag for GEs
1109 * fixed bug that caused endless recursion loop when relocating player
1110 * fixed tape recorder bug in "step mode" when using "pause before end"
1111 * fixed tape recorder bug when changing from "warp forward" mode
1114 * fixed bug with "when touching" for pushed elements at last position
1117 * fixed bug that caused two activated toolbox buttons in level editor
1118 * fixed bug with exploding dynabomb under player due to other explosion
1121 * fixed bug with creating walkable custom element under player (again)
1122 * fixed bug with not copying explosion type when copying CEs in editor
1123 * fixed graphical bug when drawing player in setup menu (input devices)
1124 * fixed graphical bug when the player is pushing an accessible element
1125 * fixed bug with classic switchable elements triggering CE changes
1126 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1127 * fixed crash bug when CE leaves behind the trigger player element
1130 * fixed bug with broken tubes after placing/exploding dynamite in them
1131 * fixed bug with exploding dynamite under player due to other explosion
1132 * fixed bug with not resetting push delay under certain circumstances
1135 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1136 * added network multiplayer code for Windows (thanks to Niko Böhm)
1139 * added option "reachable despite gravity" for gravity movement
1140 * changed gravity movement of most classic walkable and passable
1141 elements back to "not reachable" (for compatibility reasons)
1144 * fixed (removed) "indestructible" / "can explode" dependency in editor
1145 * fixed (removed) "accessible inside" / "protected" dependency
1146 * fixed (removed) "step mode" / "shield time" dependency
1149 * fixed dynabombs exploding now into anything diggable
1150 * fixed Supaplex style gravity movement into buggy base now impossible
1151 * added pressing key "space" as valid action to select menu options
1154 * added "replace when walkable" to relocate player to walkable element
1155 * added "enter"/"leave" event for elements affected by relocation
1156 * fixed "direct"/"indirect" change order also for "when change" event
1157 * fixed graphical bug when pushing things from elements walkable inside
1160 * fixed graphic bug when player is snapping while moving in old levels
1161 * fixed bug when a moving custom element leaves a player element behind
1162 * fixed bug with mole not disappearing when moving into acid pool
1163 * fixed bug with incomplete path setting when using "--basepath" option
1164 * moving CE can now leave walkable elements behind under the player
1165 * when relocating, player can be set on walkable element now
1166 * fixed another gravity movement bug
1169 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1172 * added "collectible" and "removable" to extended replacement types
1173 (where "removable" replaces "diggable" and "collectible" elements)
1174 * added "collectible & throwable" (to throw element to the next field)
1175 * fixed bug with CEs digging elements that are just about to explode
1176 * changed mouse cursor now always being visible when game is paused
1179 * added possibility to push/press accessible elements from a side that
1181 * fixed bug with not setting actual date when appending to tape
1184 * fixed bug with incorrectly initialized custom element editor graphics
1187 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1188 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1191 * fixed bug with destroyed robot wheel still attracting robots forever
1192 * fixed bug with time gate switch deactivating after robot wheel time
1193 (while the time gate itself is not affected by this misbehaviour)
1194 * changed behaviour of BD style amoeba to always get blocked by player
1195 (before it was different when there were non-BD elements in level)
1196 * fixed bug with player destroying indestructable elements with shield
1199 * added option to make growing elements grow into anything diggable
1200 (for the various amoeba types, biomaze and "game of life")
1203 * fixed bug with movable elements not moving after left behind by CEs
1204 * changed gravity movement to anything diggable, not only sand/base
1205 * optionally allowing passing to walkable element, not only empty space
1206 * added option "can pass to walkable element" for players
1207 * finally fixed gravity movement (hopefully)
1210 * fixed bug with movable elements not moving anymore after falling down
1213 * fixed another bug with custom elements digging and leaving elements
1214 * fixed bug with "along left/right side" and automatic start direction
1215 * trigger elements now also displayed when "more custom" deactivated
1216 * fixed bug with clipboard element initialized when loading new level
1217 * added option "drop delay" to set delay before dropping next element
1220 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1223 * added copy and paste functions for custom change pages
1224 * enhanced graphical display and functionality of tape recorder
1225 * fixed bug with custom elements digging and leaving elements
1228 * added move speed faster than "very fast" for custom elements
1229 * fixed bug with 3+3 style explosions and missing border content
1230 * fixed little bug when copying custom elements in the editor
1231 * enhanced custom element changes by more side trigger actions
1234 * added option "no scrolling when relocating" for instant teleporting
1235 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1238 * added trigger element and trigger player to use as target elements
1239 * added copy and paste functions for custom and group elements
1242 * fixed graphical bug when displaying explosion animations
1243 * fixed bug when appending to tapes, resulting in broken tapes
1244 * re-recorded a few tapes broken by fixing gravity checking bug
1247 * "can move into acid" property now for all elements independently
1248 * "can fall into acid" property for player stored in same bitfield now
1249 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1250 * version number set to 3.1.0 (finally!)
1253 * changed tape recording to only record input, not programmed actions
1256 * fixed totally broken (every 8th frame skipped) step-by-step recording
1257 * fixed bug with requester not displayed when quick-loading interrupted
1258 * added option "can fall into acid (with gravity)" for players
1259 * fixed bug with player not falling when snapping down with gravity
1262 * fixed bug which messed up key config when using keypad number keys
1265 * fixed bug which allowed moving upwards even when gravity was active
1266 * fixed bug with missing error handling when dumping levels or tapes
1269 * added different colored editor graphics for Supaplex gravity tubes
1272 * fixed bug that allowed solvable tapes for unsolvable levels
1275 * use unlimited number of droppable elements when "count" set to zero
1276 * added option to use step limit instead of time limit for level
1279 * added player and change page as trigger for custom element change
1282 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1285 * fixed bug with dark yamyam changing to acid when moving over acid
1286 * fixed handling of levels with more than 999 seconds level time
1287 (example: level 76 of "Denmine")
1290 * "spring push bug" reintroduced as configurable element property
1291 * fixed bug with missing properties for "mole"
1292 * fixed bug that showed up when fixing the above "mole" properties bug
1293 * added option "can move into acid" for all movable elements
1294 * fixed graphical bug for elements moving into acid
1295 * changed event handling to handle all pending events before going on
1298 * fixed bug which caused all CE change pages to be ignored which had
1299 the same change event, but used a different element side
1300 (reported by Simon Forsberg)
1302 * fixed bug which caused elements that can move and fall and that are
1303 transported by a conveyor belt to continue moving into that direction
1304 after leaving the conveyor belt, regardless of their own movement
1305 type; only elements which can not move are transported now
1306 (reported by Simon Forsberg)
1308 * fixed bug which could cause an array overflow in RelocatePlayer()
1309 (reported by Niko Böhm)
1311 * changed Emerald Mine style "passable / over" elements to "protected"
1312 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1314 * added new option to select from which side a "walkable/passable"
1315 element can be entered
1318 * added explosion and ignition delay for elements that can explode
1321 * fixed bug which caused player not being protected against enemies
1322 when a CE was "walkable / inside" and was not "indestructible"
1323 * added "walkable/passable" fields to be "protected/unprotected"
1324 against enemies, even if not accessible "inside" but "over/under"
1327 * corrected move pattern to 32 bit and initial move direction to 8 bit
1330 * added second custom element base configuration page
1333 * added some special EMC mappings to Emerald Mine level loader
1334 (also covering previously unknown element in level 0 of "Bondmine 8")
1337 * added option to block last field when player is moving (for Supaplex)
1338 * adjusted push delay of Supaplex elements
1339 * removed delays for envelopes etc. when replaying with maximum speed
1340 * fixed bug when dropping element on a field that just changed to empty
1343 * fixed bug: infotrons can now smash yellow disks
1344 * fixed bug: when gravity active, port above player can now be entered
1345 * removed "one white dot" mouse pointer which irritated some people
1348 * added "choice type" for group element selection
1351 * fixed bug with initial invulnerability of non-yellow player
1354 * added level loader for loading native Supaplex packed levels
1355 (including multi-part levels like the "splvls99" levels)
1358 * fixed bug which allowed creating emeralds by escaping explosions
1361 * custom elements can change (limited) or leave (unlimited) elements
1362 * finally added multiple matches using group elements
1363 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1366 * added new start movement type "previous" for continued CE movement
1367 * added new start movement type "random" for random CE movement start
1370 * added new element "sokoban_field_player" needed for Sokoban levels
1371 (thanks to Ed Booker for pointing this out!)
1374 * added elements that can be digged or left behind by custom elements
1377 * added group elements for multiple matches and random element creation
1380 * fixed some graphical errors displayed in old levels
1383 * fixed wrong double speed movement after passing closing gates
1386 * added level loader for loading native Emerald Mine levels
1389 * changes for "shooting" style CE movement
1392 * Happy New Year! ;-)
1395 * changed default snap/drop keys from left/right Shift to Control keys
1398 * fixed bug with dead player getting reanimated from custom element
1401 * fixed bug with wrong penguin graphics (when entering exit)
1404 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1407 * version number set to 3.0.9
1410 * version 3.0.8 released
1413 * added function checked_free()
1416 * fixed bug with double nut cracking sound
1417 (by eliminating "default element action sound" assignment in init.c)
1420 * fixed crash when no music info files are available
1423 * fixed boring and sleeping sounds
1426 * added "maze runner" and "maze hunter" movement types
1427 * added extended collision conditions for custom elements
1430 * added warnings for undefined token values in artwork config files
1433 * added menu entry for level set information to the info screen
1436 * fixed bug with wrong default impact sound for colored emeralds
1439 * added several sub-screens for the info screen
1440 * menu text now also clickable (not only blue/red sphere left of it)
1443 * added configurable "bored" and "sleeping" animations for the player
1444 * added "awakening" sound for player when waking up after sleeping
1447 * added "copy" and "exchange" functions for custom elements to editor
1450 * added configurable element animations for info screen
1453 * added configurable music credits for info screen
1456 * finally fixed tape recording when player is created from CE change
1459 * added "editorsetup.conf" for editor element list configuration
1462 * added "musicinfo.conf" for menu and level music configuration
1465 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1466 (that only showed up on Linux, but not on Windows systems)
1469 * fixed turning movement of butterflies and fireflies (no frame reset)
1470 * enhanced sniksnak turning movement (two steps instead of only one)
1473 * version number set to 3.0.8
1476 * version 3.0.7 released
1479 * fixed reset of player animation frame when, for example,
1480 walking, digging or collecting share the same animation
1481 * fixed CE with "deadly when touching" exploding when touching amoeba
1484 * fixed tape recording when player is created from CE element change
1487 * introduced "turning..." action graphic for elements with move delay
1488 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1489 * added turning animations for bug, spaceship and sniksnak
1492 * prevent "extended" changed elements from delay change in same frame
1495 * fixed bug when pushing element that can move away to the side
1496 (like pushing falling elements, but now with moving elements)
1499 * finally fixed serious bug in code for delayed element pushing (again)
1502 * unavailable setup options now marked as "n/a" instead of "off"
1503 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1504 to "true", levels are always played with the latest game engine,
1505 which is desired for levels that are imported from other games; all
1506 other levels are played with the engine version stored in level file
1507 (which is normally the engine version the level was created with)
1510 * fixed serious bug in code for delayed element pushing
1511 * fixed little bug in animation frame selection for pushed elements
1512 * speed-up of reading config file for verbose output
1515 * added configuration option for opening and closing Supaplex exit
1516 * added configuration option for moving up/down animation for Murphy
1517 * fixed incorrectly displayed animation for attacking dragon
1518 * fixed bug with not setting initial gravity for each new game
1519 * fixed bug with teleportation of player by custom element change
1520 * fixed bug with player not getting smashed by rock sometimes
1523 * version number set to 3.0.7
1526 * version 3.0.6 released
1529 * added support for MP3 music for SDL version through SMPEG library
1532 * fixed bug when initializing font graphic structure
1533 * fixed bug with animation mode "pingpong" when using only 1 frame
1534 * fixed bug with extended change target introduced in 3.0.5
1535 * fixed bug where passing over moving element doubles player speed
1536 * fixed bug with elements continuing to move into push direction
1537 * fixed bug with duplicated player when dropping bomb with shield on
1538 * added "switching" event for custom elements ("pressing" only once)
1539 * fixed switching bug (resetting flag when not switching but not idle)
1542 * fixed element tokens for certain file elements with ".active" etc.
1545 * version number set to 3.0.6
1548 * version 3.0.5 released
1551 * now four envelope elements available
1552 * font, background, animation and sound for envelope now configurable
1553 * main menu doors opening/closing animation type now configurable
1556 * active/inactive sides configurable for custom element changes
1557 * new movement type "move when pushed" available for custom elements
1560 * fixed bug in multiple config pages loader code that caused crashes
1563 * enhanced (remaining low-resolution) Supaplex graphics
1566 * version number set to 3.0.5
1569 * version 3.0.4 released
1571 2003-09-12 src/tools.c
1572 * fixed bug in custom definition of crumbled element graphics
1574 2003-09-11 src/files.c
1575 * fixed bug in multiple config pages code that caused crashes
1578 * version number set to 3.0.4
1581 * version 3.0.3 released
1584 * added music to Supaplex classic level set
1586 2003-09-07 src/libgame/misc.c
1587 * added support for loading various music formats through SDL_mixer
1589 2003-09-06 (various source files)
1590 * fixed several nasty bugs that may have caused crashes on some systems
1591 * added envelope content which gets displayed when collecting envelope
1592 * added multiple change event pages for custom elements
1594 2003-08-24 src/game.c
1595 * fixed problem with player animation when snapping and moving
1597 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1598 * fixed problem with flickering when drawing toon animations
1600 2003-08-23 src/libgame/sdl.c
1601 * fixed problem with setting mouse cursor in SDL version in fullscreen
1603 2003-08-23 src/game.c
1604 * fixed bug (missing array boundary check) which could crash the game
1607 * version number set to 3.0.3
1610 * version 3.0.2 released
1612 2003-08-21 src/game.c
1613 * fixed bug with creating inaccessible elements at player position
1615 2003-08-20 src/init.c
1616 * fixed bug with not finding current level artwork directory
1618 2003-08-20 src/files.c
1619 * fixed bug with choosing wrong engine version when playing tapes
1620 * fixed bug with messing up custom element properties in 3.0.0 levels
1623 * version number set to 3.0.2
1626 * version 3.0.1 released
1628 2003-08-17 (no source files affected)
1629 * changed all "classic" PCX image files with 16 colors or less to
1630 256 color (8 bit) storage format, because the Allegro game library
1631 cannot handle PCX files with less than 256 colors (contributed
1632 graphics are not affected and might look wrong in the DOS version)
1634 2003-08-16 src/init.c
1635 * fixed bug which (for example) crashed the level editor when defining
1636 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1637 (only set to default) -- invalid graphics now set to default graphic
1639 2003-08-16 src/init.c
1640 * fixed graphical bug of player digging/collecting/snapping element
1641 when no corresponding graphic/animation is defined for this action,
1642 resulting in player being drawn as EL_EMPTY (which should only be
1643 done to elements being collected, but not to the player)
1645 2003-08-16 src/game.c
1646 * fixed small graphical bug of player not totally moving into exit
1648 2003-08-16 src/libgame/setup.c
1649 * fixed bug with wrong MS-DOS 8.3 filename conversion
1651 2003-08-16 src/tools.c
1652 * fixed bug with invisible mouse cursor when pressing ESC while playing
1654 2003-08-16 (various source files)
1655 * added another 128 custom elements (disabled in editor by default)
1657 2003-08-16 src/editor.c
1658 * fixed NULL string bug causing Solaris to crash in sprintf()
1660 2003-08-16 src/screen.c
1661 * fixed drawing over scrollbar on level selection with custom fonts
1663 2003-08-15 src/game.c
1664 * cleanup of simple sounds / loop sounds / music settings
1666 2003-08-08 (various source files)
1667 * added custom element property for dropping collected elements
1669 2003-08-08 src/conf_gfx.c
1670 * fixed bug with missing graphic for active red disk bomb
1672 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1673 * extended variable "level.gravity" to "level.initial_gravity" and
1674 "game.current_gravity" to prevent level setting from being changed
1675 by playing the level (keeping the runtime value after playing)
1677 * fixed graphics bug when digging element that has 'crumbled' graphic
1678 definition, but not 'diggable' graphic definition
1681 * version number set to 3.0.1
1684 * version 3.0.0 released
1687 * various bug fixes; among others:
1688 - fixed bug with pushing spring over empty space
1689 - fixed bug with leaving tube while placing dynamite
1690 - fixed bug with explosion of smashed penguins
1691 - allow Murphy player graphic in levels with non-Supaplex elements
1695 * I have forgotten to document changes for some time
1698 * pre-release version 2.2.0rc1 released
1701 * version number set to 2.1.2
1704 * version 2.1.1 released
1707 * version number set to 2.1.1
1710 * version 2.1.0 released
1713 * version number set to 2.1.0
1715 2002-04-03 to 2002-05-19 (various source files)
1716 * graphics, sounds and music now fully configurable
1717 * bug fixed that prevented walking through tubes when gravity on
1719 2002-04-02 src/events.c, src/editor.c
1720 * Make Escape key less aggressive when playing or when editing level.
1721 This can be configured as an option in the setup menu. (Default is
1722 "less aggressive" which means "ask user if something can be lost"
1723 when pressing the Escape key.)
1725 2002-04-02 src/screen.c
1726 * Added "graphics setup" screen.
1728 2002-04-01 src/screen.c
1729 * Changed "choose level" setup screen stuff to be more generic (to
1730 make it easier to add more "choose from generic tree" setup screens).
1732 2002-04-01 src/config.c, src/timestamp.h
1733 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1734 automatically gets created by "src/Makefile" and contains an actual
1735 compile-time timestamp to identify development versions of the game).
1737 2002-03-31 src/tape.c, src/events.c
1738 * Added quick game/tape save/load functions to tape stuff which can be
1739 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1740 loads previously recorded tape and directly goes into recording mode
1741 from the end of the tape (therefore appending to the tape).
1743 2002-03-31 src/tape.c
1744 * Added "index mark" function to tape recorder. When playing or
1745 recording, "eject" button changes to "index" button. Setting index
1746 mark is not yet implemented, but pressing index button when playing
1747 allows very quick advancing to end of tape (when normal playing),
1748 very fast forward mode (when playing with normal fast forward) or
1749 very fast reaching of "pause before end of tape" (when playing with
1750 "pause before end" playing mode).
1752 2002-03-30 src/cartoons.c
1753 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1755 2002-03-29 src/screen.c
1756 * Changed setup screen stuff to be more generic (to make it easier
1757 to add more setup screens).
1759 2002-03-23 src/main.c, src/main.h
1760 * Various changes due to the introduction of the new libgame files
1761 "setup.c" and "joystick.c".
1763 2002-03-23 src/files.c
1764 * Generic parts of "src/files.c" (mainly setup and level directory
1765 stuff) moved to new libgame file "src/libgame/setup.c".
1767 2002-03-23 src/joystick.c
1768 * File "src/joystick.c" moved to libgame source tree, with
1769 correspondig changes.
1771 2002-03-22 src/screens.c
1772 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1773 (Wrong level series information displayed when entering main group.)
1775 2002-03-22 src/editor.c
1776 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1778 2002-03-22 src/editor.c
1779 * Changed behaviour of "Escape" key in level editor to be more
1780 intuitive: When in "Element Properties" or "Level Info" mode,
1781 return to "Drawing Mode" instead of leaving the level editor.
1783 2002-03-21 src/game.c, src/editor.c, src/files.c
1784 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1785 gems (emeralds, diamonds, ...) slipping down from normal wall,
1786 steel wall and growing wall (as in E.M.C. style levels). Although
1787 the behaviour of contributed and private levels wasn't changed (due
1788 to the use of "level.game_version"; see previous entry), editing
1789 those levels will (of course) change the behaviour accordingly.
1791 This change seems a bit too hard after thinking about it, because
1792 the EM style behaviour is not the "expected" behaviour (gems would
1793 normally only slip down from "rounded" walls). Therefore this was
1794 now changed to an element property for gem style elements, with the
1795 default setting "off" (which means: no special EM style behaviour).
1796 To fix older converted levels, this flag is set to "on" for pre-2.0
1797 levels that are neither contributed nor private levels.
1799 2002-03-20 src/files.h
1800 * Corrected settings for "level.game_version" depending of level type.
1801 (Contributed and private levels always get played with game engine
1802 version they were created with, while converted levels always get
1803 played with the most recent version of the game engine, to let new
1804 corrections of the emulation behaviour take effect.)
1806 2002-03-20 src/main.h
1807 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1808 compiling the SDL version on some systems.
1809 Thanks to the several people who pointed this out.
1812 * Version number set to 2.0.2.
1815 * Version 2.0.1 released.
1817 2002-03-18 src/screens.c
1818 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1820 2002-03-18 src/files.c [src/libgame/misc.c]
1821 * Moved some common functions from src/files.c to src/libgame/misc.c.
1823 2002-03-18 src/files.c [src/libgame/misc.c]
1824 * Changed permissions for new directories and saved files (especially
1825 score files) according to suggestions of Debian users and mantainers.
1826 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1828 2002-03-17 src/files.c
1829 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1830 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1831 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1832 for levels and "TAPE" for tapes). Old "cookie" style format is
1833 still supported for reading. New level and tape files are written
1836 * New IFF chunk "VERS" contains version numbers for file and game
1837 (where "game version" is the version of the program that wrote the
1838 file, and "file version" is a version number to distinguish files
1839 with different format, for example after adding new features).
1841 2002-03-15 src/screen.c
1842 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1843 (Before, you heard a mixture of the in-game music and the
1844 hall-of-fame music.)
1846 2002-03-14 src/events.c
1847 * Function "DumpTape()" (files.c) now available by pressing 't' from
1848 main menu (when in DEBUG mode).
1850 2002-03-14 src/game.c
1851 * "GameWon()": When game was won playing a tape, now there is no delay
1852 raising the score and no corresponding sound is played.
1854 2002-03-14 src/files.c
1855 * Changed "LoadTape()" for real chunk support and also adjusted
1856 "SaveTape()" accordingly.
1858 2002-03-14 src/game.c, src/tape.c, src/files.c
1859 * Important changes to tape format: The old tape format stored all
1860 actions with a real effect with a corresponding delay between the
1861 stored actions. This had some major disadvantages (for example,
1862 push delays had to be ignored, pressing a button for some seconds
1863 mutated to several single button presses because of the non-action
1864 delays between two action frames etc.). The new tape format just
1865 stupidly records all device actions and replays them later. I really
1866 don't know why I haven't solved it that way before?! Old-style tapes
1867 (with tape file version less than 2.0) get converted to the new
1868 format on-the-fly when loading and can therefore still be played;
1869 only some minor parts of the old-style tape handling code was needed.
1870 (A perfect conversion is not possible, because there is information
1871 missing about the device actions between two action frames.)
1873 2002-03-14 src/files.c
1874 * New function "DumpTape()" to dump the contents of the current tape
1875 in a human readable format.
1877 2002-03-14 src/game.c
1878 * Small tape bug fixed: When automatically advancing to next level
1879 after a game was won, the tape from the previous level still was
1880 loaded as a tape for the new level.
1882 2002-03-14 src/tape.c
1883 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1884 tape, cartoons did not get completely removed because
1885 StopAnimation() was not called.
1887 2002-03-13 src/files.c
1888 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1889 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1890 size even when using 16-bit elements). Added new chunk "CNT2" for
1891 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1892 chunk even when content was 16-bit element). "CNT2" should now be
1893 able to store content for arbitrary elements (up to eight blocks of
1894 3 x 3 element arrays). All "CNT2" elements will always be stored as
1895 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1897 2002-03-13 src/files.c
1898 * Changed "LoadLevel()" for real chunk support.
1900 2002-03-12 src/game.c
1901 * Fixed problem (introduced after 2.0.0 release) with penguins
1902 not getting killed by enemies
1904 2002-02-24 src/game.c, src/main.h
1905 * Added "player->is_moving"; now "player->last_move_dir" does
1906 not contain any information if the player is just moving at
1908 Before, "player->last_move_dir" was misused for this purpose
1909 for the robot stuff (robots don't kill players when they are
1910 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1911 broke tapes when walking through pipes!
1912 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1913 in a continuous movement. This fact is ignored for friends and