2 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
3 for both EMC and R'n'D graphics engine (heavy workarounds needed due
4 to massively broken handling of quicksand in R'n'D game engine)
5 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
8 * fixed small bug in toon drawing (introduced when fixing the crash bug)
11 * added graphics definition "game.panel.highscore" to display the
12 current levels current high score in the game panel
15 * version number set to 3.2.5
18 * version 3.2.4 released
21 * fixed crash bug in toon drawing functions for large step offset values
24 * fixed some problems with displaying game panel when quick-loading tape
27 * fixed (experimental only) redrawing of every tile per frame (even if
28 unneeded) for the extended (R'n'D based) EMC graphics engine
29 * added optimization to only calculate element count for panel display
30 if really needed (that is, if element count values defined on panel)
31 * fixed problem with special editor door redraw when entering main menu
34 * fixed bug with displaying background for title messages on info screen
35 * some code cleanup for the extended (R'n'D based) EMC graphics engine
38 * fixed bug with CE action "move player" always resulting in player 4
39 if there was a CE action with no trigger player (because the player
40 element was calculated by using log_2() from trigger player bits with
41 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
42 triggering player bit mask and handling all players in "move player"
43 * fixed bug when defined artwork cannot be found for artwork that has
44 default artwork cloned from other artwork (without default filename)
45 * added several fixes to the extended (R'n'D based) EMC graphics engine
48 * fixed broken editor copy and paste for custom elements between levels
51 * title messages are now also searched in graphics artwork directory;
52 those found in graphics directory have precendence over those found
53 in level directory -- this handles title messages stored in graphics
54 directories as part of the artwork set, just like title images; this
55 makes sense, as corresponding special font definitions for messages
56 are usually defined in the same graphics artwork directory, and also
57 because title images and title messages that are combined in a level
58 set introduction should usually not be separated when the level set
59 is used with a different artwork set (e.g. using "override graphics")
60 * fixed problem with door borders on main screen by first drawing doors
61 and then the corresponding border masks, but not vice versa
62 * fixed problem with artwork config entries using the value "[DEFAULT]";
63 this does not what one might expect, but sets the value to an invalid
64 value -- solution: simply ignore such entries, which results in this
65 value keeping its previous (real) default value (in general, entries
66 that should use their default value should just not be defined here)
67 * fixed problem with wrong fading area size from main menu to setup menu
70 * fixed problem with broken crumbled graphics after level set changes
71 when using R'n'D custom artwork with level sets using the EMC engine
74 * fixed invisible "joysticks deactivated ..." text on setup input screen
77 * added use of hashes created from static lists (element tokens, image
78 config, font tokens) to speed up lookup of configuration parameters
79 * fixed bug where element and graphic config token lookup was mixed up
82 * added "busy" animation when initializing program and loading artwork
83 * added initialization profiling for program startup (debugging only)
86 * fixed(?) very strange bug apparently triggered by memset() when code
87 was cross-compiled with MinGW cross-compiler for Windows XP platform
88 (this only happened when using SDL.dll also self-compiled with MinGW)
91 * added graphics engine directive "border.draw_masked_when_fading" that
92 enables/disables drawing of border mask over screen that is just faded
95 * fixed small problem with separate fading definition for game screen
98 * added additional configuration directives for setup screen draw offset
99 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
100 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
101 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
102 used to define draw offset on custom artwork selection screens and
103 "CHOOSE_OTHER" is used on all other list style selection screens, like
104 choosing game speed or screen mode for fullscreen mode)
105 * added additional configuration directives to define main menu buttons:
106 - menu.button_name and menu.button_name.active
107 - menu.button_levels and menu.button_levels.active
108 - menu.button_scores and menu.button_scores.active
109 - menu.button_editor and menu.button_editor.active
110 - menu.button_info and menu.button_info.active
111 - menu.button_game and menu.button_game.active
112 - menu.button_setup and menu.button_setup.active
113 - menu.button_quit and menu.button_quit.active
114 * added eight pure decoration graphic definitions for the game panel
117 * added support for accessing native Diamond Caves II level packages
118 * fixed displaying of game panel values for Emerald Mine game engine
119 * fixed displaying end-of-level time and score values on new game panel
122 * added game panel control to display arbitrary elements on game panel
123 * added game panel control to display custom element score (globally
124 unique for identical custom elements) either as value or as element
125 * added ".draw_masked" and ".draw_order" to game panel control drawing
128 * fixed some general bugs with handling of ".active" elements and fonts
131 * cleanup of game panel elements (some elements were not really needed)
132 * added displaying of gravity state (on/off) as new game panel control
133 * added animation for game panel elements (similar to game elements)
136 * added new pseudo game mode "PANEL" to define panel fonts and graphics
137 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
138 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
139 (else graphics would have to use ".PLAYING", which would be confusing)
140 * fixed bug when fading out to game screen with border mask defined
143 * added attribute ".tile_size" for element style game panel controls
146 * added <space> key as additional valid key to use for confirm requester
149 * improved menu fading, adding separate fading definitions for entering
150 and leaving a "content" screen (in general), and optional definitions
151 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
154 * added (currently invisible) setup option to define scroll delay value
155 * fixed small bug in priority handling when auto-detecting level start
156 position in levels without player element (but player from CE etc.)
157 * added option "game.forced_scroll_delay_value" to override user choice
158 of scroll delay value for certain level sets with "graphicsinfo.conf"
159 * replaced setup option "scroll delay: on/off" by new setup option that
160 directly allows selecting the desired scroll delay value from 0 to 8
163 * added displaying of most game panel control elements (not animated)
166 * added new configuration directives to display additional game engine
167 values on the game control panel, like the following examples:
168 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
169 - game.panel.penguins - number of penguins to rescue
170 - game.panel.level_name - level name of current level
173 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
176 * added new player option "no centering when relocating" for "invisible"
177 teleportations to level areas that look exactly the same, giving the
178 illusion that the player did not relocate at all (this was the default
179 since 3.2.3, but caused visual problems with room creation in "Zelda")
180 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
183 * improved menu fading, adding separate fading definitions for entering
184 and leaving a menu and for fading between menu and "content" screens
185 * fixed small bug with recognizing also ".font_xyz" style definitions
188 * improved menu fading, adding separate fading definitions for fading
189 between menu screens and fading between menu and "destination" screens
192 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
193 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
194 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
195 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
197 * improved title fading, allowing fading animation types "none", "fade"
198 and "crossfade" (including cross-fading of last title to main menu)
201 * added configurability of graphics, sounds and music for title screens,
202 which are separated into initial title screens (only shown once at
203 program startup) and title screens shown for a given level set; these
204 title screens can be composed of up to five title images and up to
205 five title text messages (each drawn using an optional background
206 image), also using background music and/or sounds; aspects like
207 background images, sounds and music of title screens can either be
208 defined generally (valid for all title screens) or specifically (and
209 therefore differently for each title screen) using these directives:
211 to define a background image, sound or music file for all screens:
212 - background.TITLE_INITIAL (for all title screens for game startup)
213 - background.TITLE (for all title screens for level sets)
215 to define a background image, sound or music file for a single screen:
216 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
217 - background.titlescreen_x (with x in 1,2,3,4,5)
218 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
219 - background.titlemessage_x (with x in 1,2,3,4,5)
221 to define the title screen images:
222 - titlescreen_initial_x (with x in 1,2,3,4,5)
223 - titlescreen_x (with x in 1,2,3,4,5)
225 to define the title text messages, place text files into the level set
226 directory that have the following file names:
227 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
228 - titlemessage_x.txt (with x in 1,2,3,4,5)
230 to define the properties of the text messages, either use directives
231 that affect all text messages:
232 - [titlemessage_initial].<suffix>
233 - [titlemessage].<suffix>
234 or use directives that affect single text messages:
235 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
236 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
238 valid values for <suffix> are the same as for readme.<suffix> below;
239 use ".sort_priority" (default: 0) to define an arbitrary order for
240 title images and title messages (which can therefore be mixed)
243 * added full configurability of "readme.txt" screen appearance:
244 - readme.x: <left position used with alignment>
245 - readme.y: <top position>
246 - readme.width: <maximim text width in pixels>
247 - readme.height: <maximum text height in pixels>
248 - readme.chars: <maximum number of chars per line>
249 - readme.lines: <maximum number of lines displayed>
250 - readme.align: left,center,right (default: center)
251 - readme.top: top,middle,bottom (default: top)
252 - readme.font: font name
253 - readme.autowrap: true,false (default: true)
254 - readme.centered: true,false (default: false)
255 - readme.parse_comments: true,false (default: true)
256 - readme.sort_priority: (not used here, but only for title screens)
257 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
258 default), they are automatically determined from "readme.width" and
259 "readme.height" accordingly; when they are not "-1", they have
260 precedence over "readme.width" and "readme.height"
261 * added internal ad-hoc config settings for displaying text files like
262 title messages or "readme.txt" style level set info files:
263 - .font: font name (default: readme.font)
264 - .autowrap: true,false (default: readme.autowrap)
265 - .centered: true,false (default: readme.centered)
266 - .parse_comments: true,false (default: readme.parse_comments)
267 (the leading '.' and the separating ':' are mandatory here); to use
268 these ad-hoc settings, they have to be written inside a comment, like
269 "# .autowrap: false" or "# .centered: true"; these settings then
270 override the above global settings (they can even be used more than
271 once, like "# .centered: true", then some text that should be drawn
272 centered, then "# .centered: false" to go back to non-centered text;
273 important note: after using "# .parse_comments: false", or when using
274 "readme.parse_comments: false", detecting and parsing comments inside
275 the file is disabled and comments are just printed like normal text;
276 also be aware that all automatic text size calculations are done with
277 the font defined in "readme.font", while using different fonts using
278 "# .font: <font>" inside the text file may cause unexpected results
281 * changed some numerical limits in the level editor from 255 to 999
284 * added option "system.sdl_videodriver" to select SDL video driver
285 * added output of SDL video and audio driver to "version info" page
288 * added group element drawing to IntelliDraw drawing functions
289 * fixed animation resetting problem again (last try broke Snake Bite)
290 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
293 * added new (special) "include: <filename>" directive that works in all
294 configuration files (like "graphicsinfo.conf") and that has the same
295 effect as if that directive would be replaced with the content of the
296 specified file (this can be useful to split large configuration files
297 into several smaller ones and include them from one main file, or to
298 store configuration settings that always stay the same into a separate
299 file, while including it and only add those parts that really change)
302 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
305 * fixed bug in "InitMovingField()" where treating an integer array as
306 boolean caused wrong resetting of animations while elements are moving
307 * fixed problem with resetting animations when starting element change
310 * added sort priority for order of title screens and title messages
313 * changed end of game again: do not wait for the user to press a key
314 anymore, but directly ask/confirm tape saving and go to hall of fame
315 * re-enabled quitting of lost game by pressing space or return again
316 * added blanking of mouse pointer when displaying title screens
317 * added remaining menu draw offset definitions for info sub-screens
320 * added setup option to select game speed (from very slow to very fast)
321 * improved handling of title text messages (initial and for level set)
324 * added new options "auto-wrap" and "centered" for DC2 style envelopes
327 * fixed displaying and typing of player name when it is centered
328 * added special characters to be allowed for player name (not only A-Z)
331 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
332 (newer versions of the SDL library seem to not like this anymore)
335 * added code for configuration directives for control of game panel
338 * fixed small cosmetical bug with underlining property tabs in editor
341 * fixed small drawing bug in X11FadeRectangle
342 * added new elements for newly supported Diamond Caves II levels:
343 - EM/DC style exits that disappear after passing
344 - white key and gate (one white key needed for each white gate)
345 - fake gate (there is no key to open/pass this kind of gate!)
346 - extended magic wall which also handles pearls and crystals
350 * changed maximum value for endless loop detection to a higher value
351 (some levels really used very deep recursion without being endless)
354 * added new elements for newly supported Diamond Caves II levels:
355 - growing steel walls
356 - snappable land mine
359 * added new elements for newly supported Diamond Caves II levels:
360 - steel text elements
363 * added level file loader for native Diamond Caves II levels
366 * version number set to 3.2.4
369 * version 3.2.3 released
372 * fixed malloc/free bug when updating EMC artwork entries in level list
373 * added workaround (warning and request to quit the current game) when
374 changing elements cause endless recursion loop (which would otherwise
375 freeze the game, causing a crash-like program exit on some systems)
378 * fixed nasty string overflow bug when entering too long envelope text
381 * added feedback sounds for menu navigation "menu.item.activating" and
382 "menu.item.selecting" (for highlighting and executing menu entries)
385 * improved "no scrolling when relocating" to also consider scroll delay
386 (meaning that the player is not automatically centered in this case;
387 this makes it possible to "invisibly" relocate the player to a region
388 of the level playfield which looks the same as the old level region)
389 * fixed bug with not recognizing "main.input.name.align" when active
392 * fixed bug with displaying masked borders over title screens when
393 screen fading is disabled
396 * fixed infinite loop / crash bug when killing the player while having
397 a CE with the setting "kill player X when explosion of <player X>"
398 * added special editor graphic for "char_space" to distinguish it from
399 "empty_space" when editing a level (in-game graphics still the same)
402 * fixed nasty bug with initialization only done for the first player
405 * small change to handle loading empty element/content list micro chunks
408 * uploaded pre-release (test) version 3.2.3-0 binary and source code
411 * some optimizations on startup speed by reducing initial text output
414 * added caching of custom artwork information for faster startup times
417 * fixed graphical bug when using fewer menu entries on level selection
418 screen than usual (with "menu.list_size.LEVELS" directive)
419 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
420 the backbuffer to the backbuffer by error (with identical rectangle)
423 * fixed bug when displaying titlescreen with size less than element tile
424 * fixed bug that caused elements with "change when digging <e>" event
425 to change for _every_ digged element, not only those specified in <e>
426 * fixed bug that caused impact style collision when dropping element one
427 tile over the player that can both fall down and smash players
428 * fixed bug that caused impact style collision when element changed to
429 falling/smashing element over the player immediately after movement
432 * fixed bug that allowed making engine snapshots from the level editor
435 * fixed bugs with player name and current level positions on main screen
438 * added configuration directives for control of title screens:
439 - "title.fade_delay" for fading time
440 - "title.post_delay" for pause between screens (when not crossfading)
441 - "title.auto_delay" to automatically continue after some time
442 these settings can each be overridden by specifying them with titles:
443 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
444 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
445 fading mode can also be specified:
446 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
447 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
448 default is using normal fading for menues and initial title screens,
449 while using cross-fading for level set title screens
450 * fixed bug with background not drawn in Hall of Fame after game was won
453 * added configuration directives for the remaining main menu items
456 * added additional configuration directives for info screen draw offset:
457 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
458 * added additional configuration directives for preview info text
459 * limited mouse wheel sensitive screen area to scrollable screen area
462 * added highlighted menu text entries to menu navigation when selected
465 * fixed bug that prevented player from correctly being created in the
466 top left corner by a custom element change in a level without player
467 * fixed bug that prevented player from being killed when indestructible,
468 non-walkable element is placed on player position by extended change
469 * added configurable menu button, text and input positions to main menu
472 * added page fading effects for remaining info sub-screens
473 * fixed small bug that caused some delays when answering door request
476 * added directives "border.draw_masked.*" for menu/playfield area and
477 door areas to display overlapping/masked borders from "global.border"
480 * fixed bug with CE with move speed "not moving" not being animated
481 * when changing player artwork by CE action, reset animation frame
484 * fixed bug with not unmapping main menu screen gadgets on other screens
485 * fixed bug with un-pausing a paused game by releasing still pressed key
486 * fixed bug with not redrawing screen when toggling to/from fullscreen
487 mode while fast reloading tape (without redrawing playfield contents)
488 * fixed bug with quick-saving tape snapshot despite answering with "no"
491 * version number set to 3.2.3
494 * version 3.2.2 released
497 * fixed bug with redrawing screen in fullscreen mode after quick tape
498 reloading when using the EMC game engine
499 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
502 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
505 * added engine snapshot functionality for instant tape reloading (this
506 only works for the last tape saved using "quick save", and does not
507 work across program restarts, because it completely works in memory)
510 * version number set to 3.2.2
513 * version 3.2.1 released
516 * fixed nasty bugs with handling error message file on Mac OS X systems
519 * general code cleanup (removing many annoying "#if 0" blocks etc.)
522 * fixed bug that caused broken tapes when manually appending to tapes
523 using the "pause before death" functionality, followed by recording
524 * added setup option to disable fading of screens for faster testing
527 * code cleanup of new fading functions
530 * changed behaviour after solved game -- do not immediately stop engine
531 * added some more smooth screen fadings (game start, hall of fame etc.)
534 * fixed bug with displaying pushed CE with value/score/delay anim_mode
537 * added configurable level preview position, tile size and dimensions
538 * added configurable game panel value positions (gems, time, score etc.)
541 * fixed small bug with time displayed incorrectly when collecting CEs
544 * fixed bug with bumpy scrolling with EM engine in double player mode
547 * added compatibility code to fix "Snake Bite" style levels that were
548 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
551 * fixed bug with scrollbars inside editor when using the Windows mouse
552 enhancement tool "True X-Mouse" (which injects key events to the event
553 queue to insert selected stuff into the Windows clipboard, which gets
554 confused with the "Insert" key for jumping to the last editor cascade
555 block in the element list)
556 * added Rocks'n'Diamonds icon for use as window icon to SDL version
557 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
560 * added selection of preferred fullscreen mode to setup / graphics menu
561 (useful if default mode 800 x 600 does not match screen aspect ratio)
564 * improved down-scaling of images for better editor and preview graphics
565 * changed user data directory for Mac OS X from Unix style to new place
568 * improved level number selection in main menu and player selection in
569 setup menu (input devices section) by using standard button gadgets
570 * added support for mouse scroll wheel (caused buggy behaviour before)
571 * added support for scrolling horizontal scrollbars with mouse wheel by
572 holding "Shift" key pressed while scrolling the wheel
573 * added support for single step mouse wheel scrolling by holding "Alt"
574 key pressed while scrolling the wheel (can be combined with "Shift")
575 * changed output file "stderr.txt" on Windows platform now always to be
576 created in the R'n'D sub-directory of the personal documents directory
577 * added Windows message box to direct to "stderr.txt" after error aborts
580 * improved general scrollbar handling (when jump-scrolling scrollbars)
583 * changed scrollbars to always show last line as first after scrolling
584 (that means jumping n - 1 screen lines instead of n screen lines)
587 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
588 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
589 * fixed special handling of vertically stacked acid becoming fake acid
592 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
593 affect multiple instances of the same CE, although this kind of
594 change condition usually only affects one single custom element
597 * version number set to 3.2.1
600 * version 3.2.0 released
603 * reorganized level editor element list a bit to match engines better
606 * fixed newly introduced bug with wrongly initializing clipboard element
609 * fixed bug with displaying visible/invisible level border in editor
612 * reorganized some elements in the level editor element list
615 * fixed bug with displaying any player as "yellow" when moving into acid
616 * fixed bug with displaying running player when player stopped at border
619 * fixed bug with player exploding when moving into acid
620 * fixed bug with level settings being reset in editor and when playing
621 (some compatibility settings being set not only after level loading)
622 * fixed crash bug when number of custom graphic frames was set to zero
623 * fixed bug with teleporting player on walkable tile not working anymore
624 * added partial compatibility support for pre-release-only "CONF" chunk
625 (to make Alan Bond's "color cycle" demo work again :-) )
628 * fixed some bugs when displaying title screens from info screen menu
629 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
632 * changed file major version to 3 to reflect level file format changes
633 * uploaded pre-release (test) version 3.2.0-8 binary and source code
636 * added new chunk "NAME" to level file format for level name settings
637 * added new chunk "NOTE" to level file format for envelope settings
638 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
639 * updated magic(5) file to recognize changed and new level file chunks
640 * removed change events "change when CE value/score changes" as unneeded
643 * changed gravity (which only affects the player) from level property
644 to player property (only makes a difference in multi-player levels)
645 * added change events "change when CE value/score changes"
646 * added change events "change when CE value/score changes of <element>"
649 * added new chunk "INFO" to level file format for global level settings
650 * added all element settings from "HEAD" chunk to "CONF" chunk
651 * added all global level settings from "HEAD" chunk to "INFO" chunk
654 * changed level file format by adding two new chunks "CUSX" (for custom
655 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
656 elements, replacing the previous "GRP1" chunk); these new IFF style
657 chunks use the new and flexible "micro chunks inside chunks" technique
658 already used with the new "CONF" chunk (for normal element properties)
659 which makes it possible to easily extend the existing level format
660 (instead of using fixed-length chunks like before, which are either
661 too big due to reserved bytes for future use, or too small when those
662 reserved bytes have all been used and even more data should be stored,
663 requiring the replacement by new and larger chunks just like it went
664 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
667 * added credits pages to the "credits" section that were really missing
668 * added some missing element descriptions to the level editor
669 * added down position of switchgate switch to the level editor
670 and allowed the use of both switch positions at the same time
671 * changed use of "Insert" and "Delete" keys to navigate element list in
672 level editor to start of previous or next cascading block of elements
675 * added the possibility to view the title screen to the info screen menu
676 * fixed some minor bugs with viewing title screens
679 * fixed bug with title (cross)fading in/out when using fullscreen mode
682 * fixed bug that forced re-defining of menu settings in local graphics
683 config file which are already defined in existing base config file
684 * fixed small bug that caused door sounds playing when music is enabled
687 * added the possibility to define up to five title screens for each
688 level set that are displayed after loading using (cross)fading in/out
689 (this was added to display the various start images of the EMC sets)
692 * added "CE score gets zero [of]" to custom element trigger conditions
693 * added setup option to display element token name in level editor
696 * added compatibility code for Juergen Bonhagen's menu artwork settings
699 * fixed bug with displaying wrong animation frame 0 after CE changes
700 * fixed bug with creating invisible elements when light switch is on
703 * added selection between ECS and AGA graphics for EMC levels to setup
706 * adjusted font handling for various narrow EMC style fonts
709 * changed EM engine behaviour back to re-allow initial rolling springs
712 * fixed handling of over-large selectboxes (less error-prone now)
713 * fixed bug when creating GE with walkable element under the player
716 * added use of "Insert" and "Delete" keys to navigate element list in
717 level editor to start of custom elements or start of group elements
718 * added virtual elements to access CE value and CE score of elements:
719 - "CE value of triggering element"
720 - "CE score of triggering element"
721 - "CE value of current element"
722 - "CE score of current element"
725 * fixed "grass" to "sand" in older EM levels (up to file version V4)
728 * changed behaviour of network games with internal errors (because of
729 different client frame counters) from immediately terminating R'n'D
730 to displaying an error message requester and stopping only the game
731 (also to prevent impression of crashes under non command-line runs)
732 * fixed playing network games with the EMC engine (did not work before)
733 * fixed bug with not scrolling the screen in multi-player mode with the
734 focus on player 1 when all players are moving in different directions
735 * fixed bug with keeping pointer to gadget even after its deallocation
736 * fixed bug with allowing "focus on all players" in network games
737 * fixed bug with player focus when playing tapes from network games
740 * uploaded pre-release (test) version 3.2.0-7 binary and source code
743 * code cleanup for game action control for R'n'D and EMC game engine
746 * fixed bug in multi-player movement with focus on both players
747 * added option to control only the focussed player with all input
750 * added player focus switching to level tape recording and re-playing
753 * fixed some bugs in player focus switching in EMC and RND game engine
756 * added special Supaplex animations for Murphy digging and snapping
757 * added special Supaplex animations for Murphy being bored and sleeping
760 * added four new yam yams with explicit start direction for EMC engine
761 * fixed bug in src/libgame/text.c with printing text outside the window
764 * fixed small bug in EMC level loader (copyright sign in EM II levels)
767 * added delayed ignition of EM style dynamite when used in R'n'D engine
768 * added limited movement range to EMC engine when focus on all players
771 * fixed bug with missing (zero) score values for native Supaplex levels
774 * added "continuous snapping" (snapping many elements while holding the
775 snap key pressed, without releasing the snap key after each element)
776 as a new player setting for more compatibility with the classic games
779 * finished scrolling for "focus on all players" in EMC graphics engine
782 * level sets with "levels: 0" are ignored for levels, but not artwork
783 * fixed bug when scanning empty level group directories (endless loop)
786 * fixed bug with explosion graphic for player using "Murphy" graphic
787 * fixed bug with explosion graphic if player leaves explosion in time
788 * changed some descriptive text in setup menu to use medium-width font
789 * added key shortcut settings for switching player focus to setup menu
792 * fixed bug with random value initialization when recording tapes
793 * fixed bug with playing single player tapes when team mode activated
796 * fixed little bug when trying to switch to player that does not exist
799 * added player switching (visual and quick) to R'n'D and EM game engine
800 * added setup option to select visual or quick in-game player switching
803 * added use of "Home" and "End" keys to handle element list in editor
806 * fixed bug with adding score when playing tape with EMC game engine
807 * added steel wall border for levels using EMC engine without border
808 * finally fixed delayed scrolling in EMC engine also for small levels
811 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
814 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
815 * fixed bug when displaying info element without action, but direction
818 * fixed minor graphical problems with springs smashing and slurping
819 (when using R'n'D style graphics instead of EMC style graphics)
822 * added scroll delay (as configured in setup) to EMC graphics engine
825 * improved screen redraw for EMC graphics engine (faster and smoother)
826 * when not scrolling, do not redraw the whole playfield if not needed
829 * added multi-player mode for EMC game engine (with up to four players)
832 * added android (can clone elements) from EMC engine to R'n'D engine
835 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
838 * added selectbox for initial player speed to player settings in editor
841 * version 3.1.2 created that is basically version 3.1.1, but with a
842 major bug fixed that prevented editing your own private levels
843 * version 3.1.2 released
846 * added magic ball (creates elements) from EMC engine to R'n'D engine
849 * uploaded fixed pre-release version 3.2.0-6 binary and source code
852 * fixed bug when using "CE can leave behind <trigger element>"
853 * added new change condition "(after/when) creation of <element>"
854 * added new change condition "(after/when) digging <element>"
855 * fixed bug accessing invalid gadget that caused crashes under Windows
856 * deactivated new possibility for multiple CE changes per frame
859 * uploaded pre-release (test) version 3.2.0-6 binary and source code
862 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
863 * fixed bug with not keeping CE value for moving CEs with only action
864 * changed CE action selectboxes in editor to be only reset when needed
867 * added option "use artwork from element" for custom player artwork
868 * added option "use explosion from element" for player explosions
871 * added cascaded element lists in the level editor
872 * added persistence for cascaded element lists by "editorcascade.conf"
873 * added dynamic element list with all elements used in current level
874 * added possibility for multiple CE changes per frame (experimental)
877 * uploaded pre-release (test) version 3.2.0-5 binary and source code
880 * changed "score for each 10 seconds/steps left" to "1 second/step"
881 * added own score for collecting "extra time" instead of sharing it
882 * added change events "switched by player" and "player switches <e>"
883 * added change events "snapped by player" and "player snaps <e>"
884 * added "set player artwork: <element choice>" to CE action options
885 * added change event "move of <element>"
888 * added "set player shield: off / normal / deadly" to CE action options
889 * added new player option "use level start element" in level editor
890 to set the correct focus at level start to elements from which the
891 player is created later (this did not work before for cascaded CE
892 changes resulting in creation of the player; it is now also possible
893 to create the player from a yam yam which is smashed at level start)
896 * added "set player speed: frozen (not moving)" to CE action options
897 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
900 * added new player option "block snap field" (enabled by default) to
901 make it possible to show a snapping animation like in Emerald Mine
904 * added dynamic selectboxes to custom element action settings in editor
905 * added "CE value" counter for custom elements (instead of "CE count")
906 * added option to use the last "CE value" after custom element change
907 * added option to use the "CE value" of other elements in CE actions
908 * fixed odd behaviour when pressing time orb in levels w/o time limit
909 * added checkbox "use time orb bug" for older levels that use this bug
912 * added missing configuration settings for the following elements:
913 - EL_TIMEGATE_SWITCH (time of open time gate)
914 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
915 - EL_SHIELD_NORMAL (time of shield duration)
916 - EL_SHIELD_DEADLY (time of shield duration)
917 - EL_EXTRA_TIME (time added to level time)
918 - EL_TIME_ORB_FULL (time added to level time)
921 * added "wind direction" as a movement pattern for custom elements
922 * added initial wind direction for balloon / custom elements to editor
923 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
926 * added parameters for "game of life" and "biomaze" elements to editor
929 * added level file chunk "CONF" for generic level and element settings
932 * uploaded pre-release (test) version 3.2.0-4 binary and source code
935 * skip empty level sets (with "levels: 0"; may be artwork base sets)
936 * added sound action ".page[1]" to ".page[32]" for each CE change page
939 * added image config suffix ".clone_from" to copy whole image settings
940 * fixed bug with invalid ("undefined") CE settings in old level files
943 * fixed graphical bug with smashing elements falling faster than player
946 * fixed major bug which prevented private levels from being edited
947 * fixed bug with precedence of general and special font definitions
950 * fixed graphical bug with player animation when player moves slowly
953 * uploaded pre-release (test) version 3.2.0-3 binary and source code
956 * fixed bug which prevented "global.num_toons: 0" from working
959 * major code cleanup (removed all these annoying "#if 0" blocks)
962 * added custom element actions for CE change page in level editor
965 * fixed music initialization bug in init.c (thanks to David Binderman)
966 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
967 (this bug must probably be fixed at other places, too)
970 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
971 (should be '#include <SDL.h>' instead)
974 * fixed bug which prevented "walkable from no direction" from working
975 (due to compatibility code overwriting this setting after loading)
978 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
981 * version number temporarily set to 3.1.1 (intermediate bugfix release)
982 * version 3.1.1 released
985 * changed some va_arg() arguments from 'long' to 'int', fixing problems
986 on 64-bit architecture systems with LP64 data model
989 * fixed bug with bombs not exploding when hitting the last level line
990 (introduced after the release of 3.1.0)
993 * added support for dumping small-sized level sketches from editor
996 * added recognition of "trigger element" for "change digged element to"
997 (this is not really what the "trigger element" was made for, but its
998 use may seem obvious for leaving back digged elements unchanged)
1001 * fixed multiple warnings about failed joystick device initialization
1004 * fixed bug with dynamite dropped on top of just dropped custom element
1005 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1006 dynamite can still be dropped, but drop key must be released before
1009 * fixed bug with wrong start directory when started from file browser
1010 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1013 * fixed bug causing "change when impact" on player not working
1014 * fixed wrong priority of "hitting something" over "hitting <element>"
1015 * fixed wrong priority of "hit by something" over "hit by <element>"
1018 * fixed graphical bug which caused the player (being Murphy) to show
1019 collecting animations although the element was collected by penguin
1022 * fixed two bugs causing wrong door background graphics in system.c
1023 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1026 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1027 * added "no direction" to "walkable/passable from" selectbox options
1030 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1031 * in tape autoplay, not only report broken, but also missing tapes
1034 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1037 * fixed small bug with "linear" animation not working for active lamp
1040 * fixed bug with moving up despite gravity due to "block last field"
1041 * fixed small bug with wrong draw offset when typing name in main menu
1042 * when reading user names from "passwd", ignore data after first comma
1043 * when creating new "levelinfo.conf", only write some selected entries
1046 * fixed displaying "imported from/by" on preview with empty string
1047 * fixed ignoring draw offset for fonts used for level preview texts
1050 * fixed a delay problem with SDL and too many mouse motion events
1051 * added setup option "skip levels" and level skipping functionality
1054 * added move speed "not moving" for non-moving CEs, but with direction
1057 * fixed mapping of obsolete element token names in "editorsetup.conf"
1058 * fixed bug with sound "acid.splashing" treated as a loop sound
1059 * fixed some little sound bugs in native EM engine
1062 * fixed small bug when dragging scrollbars to end positions
1065 * added editor element descriptions written by Aaron Davidson
1068 * improved fallback handling when configured artwork is not available
1069 (now using default artwork instead of exiting when files not found)
1072 * fixed bug on level selection screen when dragging scrollbar
1075 * fixed bug which caused broken tapes when appending to EM engine tapes
1078 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1081 * added code to replace changed artwork config tokens with other tokens
1082 (needed for backwards compatibility, so that older tokens still work)
1085 * added native R'n'D graphics for some new EMC elements in EM engine
1088 * fixed some bugs in the EM engine integration code
1089 * changed EM engine code to allow diagonal movement
1090 * changed EM engine code to allow use of separate snap and drop keys
1093 * fixed some redraw bugs when using EM engine
1096 * fixed bug with not converting RND levels which are set to use native
1097 engine to native level structure when loading
1100 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1103 * version number set to 3.2.0
1106 * level data now reset to defaults after attempt to load invalid file
1109 * added use of "editorsetup.conf" for different level sets
1112 * added auto-detection for various types of Emerald Mine level files
1115 * fixed bug with scrollbars getting too small when list is very large
1118 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1121 * added most level editor configuration gadgets for new EMC elements
1124 * added more element and graphic definitions for new EMC elements
1127 * modified native EM engine to use integrated R'n'D sound system
1130 * added SDL support to graphics functions in native EM engine
1131 (by always using generic libgame interface functions)
1134 * fixed bug in frame synchronization in native EM engine
1137 * added code to convert levels between R'n'D and native EM engine
1140 * new Emerald Mine engine can now play levels selected in main menu
1143 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1144 (which creates scaled down graphics for level editor and preview);
1145 there's still a memory leak somewhere in the artwork handling code
1146 * added "scale image up" functionality to X11 version of zoom function
1149 * first attempts to integrate new, native Emerald Mine Club engine
1152 * fixed bug in gadget code which caused reset of CEs in level editor
1153 (example: pressing 'b' [grab brush] on CE config page erased values)
1154 (solution: check if gadgets in ClickOnGadget() are really mapped)
1155 * improved level change detection in editor (settings now also checked)
1156 * fixed bug with "can move into acid" and "don't collide with" state
1159 * fixed maze runner style CEs to use the configured move delay value
1162 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1165 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1166 * fixed the above fix because it broke level set "machine" (*sigh*)
1167 * fixed random element placement in level editor to work as expected
1168 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1171 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1174 * fixed bug (missing array boundary check) which caused broken tapes
1175 * fixed bug (when loading level template) which caused broken levels
1176 * fixed bug with new block last field code when using non-yellow player
1179 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1180 * internal change of how the player blocks the last field when moving
1181 * fixed blocking delay of last field for EM and SP style block delay
1182 * fixed bug where the player had to wait for the usual move delay after
1183 unsuccessfully trying to move, when he directly could move after that
1184 * the last two changes should make original Supaplex level 93 solvable
1185 * improved use of random number generator to make it less predictable
1186 * fixed behaviour of slippery SP elements to let slip left, then right
1189 * fixed bug with wrong door state after trying to quickload empty tape
1190 * fixed waste of static memory usage of the binary, making it smaller
1191 * fixed very little graphical bug in Supaplex explosion
1194 * version number set to 3.1.1
1197 * version 3.1.0 released
1200 * fixed bug with crash when writing user levelinfo.conf the first time
1203 * added option "convert LEVELDIR [NR]" to command line batch commands
1204 * re-converted Supaplex levels to apply latest engine fixes
1205 * changed "use graphic/sound of element" to "use graphic of element"
1206 due to compatibility problems with some levels ("bug machine" etc.)
1209 * fixed bug with CE change replacing player with same or other player
1212 * fixed bug with opaque font in envelope with background graphic when
1213 background graphic is not transparent itself
1216 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1217 * corrected original Supaplex level loading code to use these new ports
1218 * also corrected Supaplex loader to auto-count infotrons if set to zero
1221 * fixed bug with missing initialization of "modified" flag for GEs
1224 * fixed bug that caused endless recursion loop when relocating player
1225 * fixed tape recorder bug in "step mode" when using "pause before end"
1226 * fixed tape recorder bug when changing from "warp forward" mode
1229 * fixed bug with "when touching" for pushed elements at last position
1232 * fixed bug that caused two activated toolbox buttons in level editor
1233 * fixed bug with exploding dynabomb under player due to other explosion
1236 * fixed bug with creating walkable custom element under player (again)
1237 * fixed bug with not copying explosion type when copying CEs in editor
1238 * fixed graphical bug when drawing player in setup menu (input devices)
1239 * fixed graphical bug when the player is pushing an accessible element
1240 * fixed bug with classic switchable elements triggering CE changes
1241 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1242 * fixed crash bug when CE leaves behind the trigger player element
1245 * fixed bug with broken tubes after placing/exploding dynamite in them
1246 * fixed bug with exploding dynamite under player due to other explosion
1247 * fixed bug with not resetting push delay under certain circumstances
1250 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1251 * added network multiplayer code for Windows (thanks to Niko Böhm)
1254 * added option "reachable despite gravity" for gravity movement
1255 * changed gravity movement of most classic walkable and passable
1256 elements back to "not reachable" (for compatibility reasons)
1259 * fixed (removed) "indestructible" / "can explode" dependency in editor
1260 * fixed (removed) "accessible inside" / "protected" dependency
1261 * fixed (removed) "step mode" / "shield time" dependency
1264 * fixed dynabombs exploding now into anything diggable
1265 * fixed Supaplex style gravity movement into buggy base now impossible
1266 * added pressing key "space" as valid action to select menu options
1269 * added "replace when walkable" to relocate player to walkable element
1270 * added "enter"/"leave" event for elements affected by relocation
1271 * fixed "direct"/"indirect" change order also for "when change" event
1272 * fixed graphical bug when pushing things from elements walkable inside
1275 * fixed graphic bug when player is snapping while moving in old levels
1276 * fixed bug when a moving custom element leaves a player element behind
1277 * fixed bug with mole not disappearing when moving into acid pool
1278 * fixed bug with incomplete path setting when using "--basepath" option
1279 * moving CE can now leave walkable elements behind under the player
1280 * when relocating, player can be set on walkable element now
1281 * fixed another gravity movement bug
1284 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1287 * added "collectible" and "removable" to extended replacement types
1288 (where "removable" replaces "diggable" and "collectible" elements)
1289 * added "collectible & throwable" (to throw element to the next field)
1290 * fixed bug with CEs digging elements that are just about to explode
1291 * changed mouse cursor now always being visible when game is paused
1294 * added possibility to push/press accessible elements from a side that
1296 * fixed bug with not setting actual date when appending to tape
1299 * fixed bug with incorrectly initialized custom element editor graphics
1302 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1303 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1306 * fixed bug with destroyed robot wheel still attracting robots forever
1307 * fixed bug with time gate switch deactivating after robot wheel time
1308 (while the time gate itself is not affected by this misbehaviour)
1309 * changed behaviour of BD style amoeba to always get blocked by player
1310 (before it was different when there were non-BD elements in level)
1311 * fixed bug with player destroying indestructable elements with shield
1314 * added option to make growing elements grow into anything diggable
1315 (for the various amoeba types, biomaze and "game of life")
1318 * fixed bug with movable elements not moving after left behind by CEs
1319 * changed gravity movement to anything diggable, not only sand/base
1320 * optionally allowing passing to walkable element, not only empty space
1321 * added option "can pass to walkable element" for players
1322 * finally fixed gravity movement (hopefully)
1325 * fixed bug with movable elements not moving anymore after falling down
1328 * fixed another bug with custom elements digging and leaving elements
1329 * fixed bug with "along left/right side" and automatic start direction
1330 * trigger elements now also displayed when "more custom" deactivated
1331 * fixed bug with clipboard element initialized when loading new level
1332 * added option "drop delay" to set delay before dropping next element
1335 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1338 * added copy and paste functions for custom change pages
1339 * enhanced graphical display and functionality of tape recorder
1340 * fixed bug with custom elements digging and leaving elements
1343 * added move speed faster than "very fast" for custom elements
1344 * fixed bug with 3+3 style explosions and missing border content
1345 * fixed little bug when copying custom elements in the editor
1346 * enhanced custom element changes by more side trigger actions
1349 * added option "no scrolling when relocating" for instant teleporting
1350 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1353 * added trigger element and trigger player to use as target elements
1354 * added copy and paste functions for custom and group elements
1357 * fixed graphical bug when displaying explosion animations
1358 * fixed bug when appending to tapes, resulting in broken tapes
1359 * re-recorded a few tapes broken by fixing gravity checking bug
1362 * "can move into acid" property now for all elements independently
1363 * "can fall into acid" property for player stored in same bitfield now
1364 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1365 * version number set to 3.1.0 (finally!)
1368 * changed tape recording to only record input, not programmed actions
1371 * fixed totally broken (every 8th frame skipped) step-by-step recording
1372 * fixed bug with requester not displayed when quick-loading interrupted
1373 * added option "can fall into acid (with gravity)" for players
1374 * fixed bug with player not falling when snapping down with gravity
1377 * fixed bug which messed up key config when using keypad number keys
1380 * fixed bug which allowed moving upwards even when gravity was active
1381 * fixed bug with missing error handling when dumping levels or tapes
1384 * added different colored editor graphics for Supaplex gravity tubes
1387 * fixed bug that allowed solvable tapes for unsolvable levels
1390 * use unlimited number of droppable elements when "count" set to zero
1391 * added option to use step limit instead of time limit for level
1394 * added player and change page as trigger for custom element change
1397 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1400 * fixed bug with dark yamyam changing to acid when moving over acid
1401 * fixed handling of levels with more than 999 seconds level time
1402 (example: level 76 of "Denmine")
1405 * "spring push bug" reintroduced as configurable element property
1406 * fixed bug with missing properties for "mole"
1407 * fixed bug that showed up when fixing the above "mole" properties bug
1408 * added option "can move into acid" for all movable elements
1409 * fixed graphical bug for elements moving into acid
1410 * changed event handling to handle all pending events before going on
1413 * fixed bug which caused all CE change pages to be ignored which had
1414 the same change event, but used a different element side
1415 (reported by Simon Forsberg)
1417 * fixed bug which caused elements that can move and fall and that are
1418 transported by a conveyor belt to continue moving into that direction
1419 after leaving the conveyor belt, regardless of their own movement
1420 type; only elements which can not move are transported now
1421 (reported by Simon Forsberg)
1423 * fixed bug which could cause an array overflow in RelocatePlayer()
1424 (reported by Niko Böhm)
1426 * changed Emerald Mine style "passable / over" elements to "protected"
1427 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1429 * added new option to select from which side a "walkable/passable"
1430 element can be entered
1433 * added explosion and ignition delay for elements that can explode
1436 * fixed bug which caused player not being protected against enemies
1437 when a CE was "walkable / inside" and was not "indestructible"
1438 * added "walkable/passable" fields to be "protected/unprotected"
1439 against enemies, even if not accessible "inside" but "over/under"
1442 * corrected move pattern to 32 bit and initial move direction to 8 bit
1445 * added second custom element base configuration page
1448 * added some special EMC mappings to Emerald Mine level loader
1449 (also covering previously unknown element in level 0 of "Bondmine 8")
1452 * added option to block last field when player is moving (for Supaplex)
1453 * adjusted push delay of Supaplex elements
1454 * removed delays for envelopes etc. when replaying with maximum speed
1455 * fixed bug when dropping element on a field that just changed to empty
1458 * fixed bug: infotrons can now smash yellow disks
1459 * fixed bug: when gravity active, port above player can now be entered
1460 * removed "one white dot" mouse pointer which irritated some people
1463 * added "choice type" for group element selection
1466 * fixed bug with initial invulnerability of non-yellow player
1469 * added level loader for loading native Supaplex packed levels
1470 (including multi-part levels like the "splvls99" levels)
1473 * fixed bug which allowed creating emeralds by escaping explosions
1476 * custom elements can change (limited) or leave (unlimited) elements
1477 * finally added multiple matches using group elements
1478 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1481 * added new start movement type "previous" for continued CE movement
1482 * added new start movement type "random" for random CE movement start
1485 * added new element "sokoban_field_player" needed for Sokoban levels
1486 (thanks to Ed Booker for pointing this out!)
1489 * added elements that can be digged or left behind by custom elements
1492 * added group elements for multiple matches and random element creation
1495 * fixed some graphical errors displayed in old levels
1498 * fixed wrong double speed movement after passing closing gates
1501 * added level loader for loading native Emerald Mine levels
1504 * changes for "shooting" style CE movement
1507 * Happy New Year! ;-)
1510 * changed default snap/drop keys from left/right Shift to Control keys
1513 * fixed bug with dead player getting reanimated from custom element
1516 * fixed bug with wrong penguin graphics (when entering exit)
1519 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1522 * version number set to 3.0.9
1525 * version 3.0.8 released
1528 * added function checked_free()
1531 * fixed bug with double nut cracking sound
1532 (by eliminating "default element action sound" assignment in init.c)
1535 * fixed crash when no music info files are available
1538 * fixed boring and sleeping sounds
1541 * added "maze runner" and "maze hunter" movement types
1542 * added extended collision conditions for custom elements
1545 * added warnings for undefined token values in artwork config files
1548 * added menu entry for level set information to the info screen
1551 * fixed bug with wrong default impact sound for colored emeralds
1554 * added several sub-screens for the info screen
1555 * menu text now also clickable (not only blue/red sphere left of it)
1558 * added configurable "bored" and "sleeping" animations for the player
1559 * added "awakening" sound for player when waking up after sleeping
1562 * added "copy" and "exchange" functions for custom elements to editor
1565 * added configurable element animations for info screen
1568 * added configurable music credits for info screen
1571 * finally fixed tape recording when player is created from CE change
1574 * added "editorsetup.conf" for editor element list configuration
1577 * added "musicinfo.conf" for menu and level music configuration
1580 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1581 (that only showed up on Linux, but not on Windows systems)
1584 * fixed turning movement of butterflies and fireflies (no frame reset)
1585 * enhanced sniksnak turning movement (two steps instead of only one)
1588 * version number set to 3.0.8
1591 * version 3.0.7 released
1594 * fixed reset of player animation frame when, for example,
1595 walking, digging or collecting share the same animation
1596 * fixed CE with "deadly when touching" exploding when touching amoeba
1599 * fixed tape recording when player is created from CE element change
1602 * introduced "turning..." action graphic for elements with move delay
1603 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1604 * added turning animations for bug, spaceship and sniksnak
1607 * prevent "extended" changed elements from delay change in same frame
1610 * fixed bug when pushing element that can move away to the side
1611 (like pushing falling elements, but now with moving elements)
1614 * finally fixed serious bug in code for delayed element pushing (again)
1617 * unavailable setup options now marked as "n/a" instead of "off"
1618 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1619 to "true", levels are always played with the latest game engine,
1620 which is desired for levels that are imported from other games; all
1621 other levels are played with the engine version stored in level file
1622 (which is normally the engine version the level was created with)
1625 * fixed serious bug in code for delayed element pushing
1626 * fixed little bug in animation frame selection for pushed elements
1627 * speed-up of reading config file for verbose output
1630 * added configuration option for opening and closing Supaplex exit
1631 * added configuration option for moving up/down animation for Murphy
1632 * fixed incorrectly displayed animation for attacking dragon
1633 * fixed bug with not setting initial gravity for each new game
1634 * fixed bug with teleportation of player by custom element change
1635 * fixed bug with player not getting smashed by rock sometimes
1638 * version number set to 3.0.7
1641 * version 3.0.6 released
1644 * added support for MP3 music for SDL version through SMPEG library
1647 * fixed bug when initializing font graphic structure
1648 * fixed bug with animation mode "pingpong" when using only 1 frame
1649 * fixed bug with extended change target introduced in 3.0.5
1650 * fixed bug where passing over moving element doubles player speed
1651 * fixed bug with elements continuing to move into push direction
1652 * fixed bug with duplicated player when dropping bomb with shield on
1653 * added "switching" event for custom elements ("pressing" only once)
1654 * fixed switching bug (resetting flag when not switching but not idle)
1657 * fixed element tokens for certain file elements with ".active" etc.
1660 * version number set to 3.0.6
1663 * version 3.0.5 released
1666 * now four envelope elements available
1667 * font, background, animation and sound for envelope now configurable
1668 * main menu doors opening/closing animation type now configurable
1671 * active/inactive sides configurable for custom element changes
1672 * new movement type "move when pushed" available for custom elements
1675 * fixed bug in multiple config pages loader code that caused crashes
1678 * enhanced (remaining low-resolution) Supaplex graphics
1681 * version number set to 3.0.5
1684 * version 3.0.4 released
1686 2003-09-12 src/tools.c
1687 * fixed bug in custom definition of crumbled element graphics
1689 2003-09-11 src/files.c
1690 * fixed bug in multiple config pages code that caused crashes
1693 * version number set to 3.0.4
1696 * version 3.0.3 released
1699 * added music to Supaplex classic level set
1701 2003-09-07 src/libgame/misc.c
1702 * added support for loading various music formats through SDL_mixer
1704 2003-09-06 (various source files)
1705 * fixed several nasty bugs that may have caused crashes on some systems
1706 * added envelope content which gets displayed when collecting envelope
1707 * added multiple change event pages for custom elements
1709 2003-08-24 src/game.c
1710 * fixed problem with player animation when snapping and moving
1712 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1713 * fixed problem with flickering when drawing toon animations
1715 2003-08-23 src/libgame/sdl.c
1716 * fixed problem with setting mouse cursor in SDL version in fullscreen
1718 2003-08-23 src/game.c
1719 * fixed bug (missing array boundary check) which could crash the game
1722 * version number set to 3.0.3
1725 * version 3.0.2 released
1727 2003-08-21 src/game.c
1728 * fixed bug with creating inaccessible elements at player position
1730 2003-08-20 src/init.c
1731 * fixed bug with not finding current level artwork directory
1733 2003-08-20 src/files.c
1734 * fixed bug with choosing wrong engine version when playing tapes
1735 * fixed bug with messing up custom element properties in 3.0.0 levels
1738 * version number set to 3.0.2
1741 * version 3.0.1 released
1743 2003-08-17 (no source files affected)
1744 * changed all "classic" PCX image files with 16 colors or less to
1745 256 color (8 bit) storage format, because the Allegro game library
1746 cannot handle PCX files with less than 256 colors (contributed
1747 graphics are not affected and might look wrong in the DOS version)
1749 2003-08-16 src/init.c
1750 * fixed bug which (for example) crashed the level editor when defining
1751 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1752 (only set to default) -- invalid graphics now set to default graphic
1754 2003-08-16 src/init.c
1755 * fixed graphical bug of player digging/collecting/snapping element
1756 when no corresponding graphic/animation is defined for this action,
1757 resulting in player being drawn as EL_EMPTY (which should only be
1758 done to elements being collected, but not to the player)
1760 2003-08-16 src/game.c
1761 * fixed small graphical bug of player not totally moving into exit
1763 2003-08-16 src/libgame/setup.c
1764 * fixed bug with wrong MS-DOS 8.3 filename conversion
1766 2003-08-16 src/tools.c
1767 * fixed bug with invisible mouse cursor when pressing ESC while playing
1769 2003-08-16 (various source files)
1770 * added another 128 custom elements (disabled in editor by default)
1772 2003-08-16 src/editor.c
1773 * fixed NULL string bug causing Solaris to crash in sprintf()
1775 2003-08-16 src/screen.c
1776 * fixed drawing over scrollbar on level selection with custom fonts
1778 2003-08-15 src/game.c
1779 * cleanup of simple sounds / loop sounds / music settings
1781 2003-08-08 (various source files)
1782 * added custom element property for dropping collected elements
1784 2003-08-08 src/conf_gfx.c
1785 * fixed bug with missing graphic for active red disk bomb
1787 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1788 * extended variable "level.gravity" to "level.initial_gravity" and
1789 "game.current_gravity" to prevent level setting from being changed
1790 by playing the level (keeping the runtime value after playing)
1792 * fixed graphics bug when digging element that has 'crumbled' graphic
1793 definition, but not 'diggable' graphic definition
1796 * version number set to 3.0.1
1799 * version 3.0.0 released
1802 * various bug fixes; among others:
1803 - fixed bug with pushing spring over empty space
1804 - fixed bug with leaving tube while placing dynamite
1805 - fixed bug with explosion of smashed penguins
1806 - allow Murphy player graphic in levels with non-Supaplex elements
1810 * I have forgotten to document changes for some time
1813 * pre-release version 2.2.0rc1 released
1816 * version number set to 2.1.2
1819 * version 2.1.1 released
1822 * version number set to 2.1.1
1825 * version 2.1.0 released
1828 * version number set to 2.1.0
1830 2002-04-03 to 2002-05-19 (various source files)
1831 * graphics, sounds and music now fully configurable
1832 * bug fixed that prevented walking through tubes when gravity on
1834 2002-04-02 src/events.c, src/editor.c
1835 * Make Escape key less aggressive when playing or when editing level.
1836 This can be configured as an option in the setup menu. (Default is
1837 "less aggressive" which means "ask user if something can be lost"
1838 when pressing the Escape key.)
1840 2002-04-02 src/screen.c
1841 * Added "graphics setup" screen.
1843 2002-04-01 src/screen.c
1844 * Changed "choose level" setup screen stuff to be more generic (to
1845 make it easier to add more "choose from generic tree" setup screens).
1847 2002-04-01 src/config.c, src/timestamp.h
1848 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1849 automatically gets created by "src/Makefile" and contains an actual
1850 compile-time timestamp to identify development versions of the game).
1852 2002-03-31 src/tape.c, src/events.c
1853 * Added quick game/tape save/load functions to tape stuff which can be
1854 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1855 loads previously recorded tape and directly goes into recording mode
1856 from the end of the tape (therefore appending to the tape).
1858 2002-03-31 src/tape.c
1859 * Added "index mark" function to tape recorder. When playing or
1860 recording, "eject" button changes to "index" button. Setting index
1861 mark is not yet implemented, but pressing index button when playing
1862 allows very quick advancing to end of tape (when normal playing),
1863 very fast forward mode (when playing with normal fast forward) or
1864 very fast reaching of "pause before end of tape" (when playing with
1865 "pause before end" playing mode).
1867 2002-03-30 src/cartoons.c
1868 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1870 2002-03-29 src/screen.c
1871 * Changed setup screen stuff to be more generic (to make it easier
1872 to add more setup screens).
1874 2002-03-23 src/main.c, src/main.h
1875 * Various changes due to the introduction of the new libgame files
1876 "setup.c" and "joystick.c".
1878 2002-03-23 src/files.c
1879 * Generic parts of "src/files.c" (mainly setup and level directory
1880 stuff) moved to new libgame file "src/libgame/setup.c".
1882 2002-03-23 src/joystick.c
1883 * File "src/joystick.c" moved to libgame source tree, with
1884 correspondig changes.
1886 2002-03-22 src/screens.c
1887 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1888 (Wrong level series information displayed when entering main group.)
1890 2002-03-22 src/editor.c
1891 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1893 2002-03-22 src/editor.c
1894 * Changed behaviour of "Escape" key in level editor to be more
1895 intuitive: When in "Element Properties" or "Level Info" mode,
1896 return to "Drawing Mode" instead of leaving the level editor.
1898 2002-03-21 src/game.c, src/editor.c, src/files.c
1899 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1900 gems (emeralds, diamonds, ...) slipping down from normal wall,
1901 steel wall and growing wall (as in E.M.C. style levels). Although
1902 the behaviour of contributed and private levels wasn't changed (due
1903 to the use of "level.game_version"; see previous entry), editing
1904 those levels will (of course) change the behaviour accordingly.
1906 This change seems a bit too hard after thinking about it, because
1907 the EM style behaviour is not the "expected" behaviour (gems would
1908 normally only slip down from "rounded" walls). Therefore this was
1909 now changed to an element property for gem style elements, with the
1910 default setting "off" (which means: no special EM style behaviour).
1911 To fix older converted levels, this flag is set to "on" for pre-2.0
1912 levels that are neither contributed nor private levels.
1914 2002-03-20 src/files.h
1915 * Corrected settings for "level.game_version" depending of level type.
1916 (Contributed and private levels always get played with game engine
1917 version they were created with, while converted levels always get
1918 played with the most recent version of the game engine, to let new
1919 corrections of the emulation behaviour take effect.)
1921 2002-03-20 src/main.h
1922 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1923 compiling the SDL version on some systems.
1924 Thanks to the several people who pointed this out.
1927 * Version number set to 2.0.2.
1930 * Version 2.0.1 released.
1932 2002-03-18 src/screens.c
1933 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1935 2002-03-18 src/files.c [src/libgame/misc.c]
1936 * Moved some common functions from src/files.c to src/libgame/misc.c.
1938 2002-03-18 src/files.c [src/libgame/misc.c]
1939 * Changed permissions for new directories and saved files (especially
1940 score files) according to suggestions of Debian users and mantainers.
1941 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1943 2002-03-17 src/files.c
1944 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1945 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1946 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1947 for levels and "TAPE" for tapes). Old "cookie" style format is
1948 still supported for reading. New level and tape files are written
1951 * New IFF chunk "VERS" contains version numbers for file and game
1952 (where "game version" is the version of the program that wrote the
1953 file, and "file version" is a version number to distinguish files
1954 with different format, for example after adding new features).
1956 2002-03-15 src/screen.c
1957 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1958 (Before, you heard a mixture of the in-game music and the
1959 hall-of-fame music.)
1961 2002-03-14 src/events.c
1962 * Function "DumpTape()" (files.c) now available by pressing 't' from
1963 main menu (when in DEBUG mode).
1965 2002-03-14 src/game.c
1966 * "GameWon()": When game was won playing a tape, now there is no delay
1967 raising the score and no corresponding sound is played.
1969 2002-03-14 src/files.c
1970 * Changed "LoadTape()" for real chunk support and also adjusted
1971 "SaveTape()" accordingly.
1973 2002-03-14 src/game.c, src/tape.c, src/files.c
1974 * Important changes to tape format: The old tape format stored all
1975 actions with a real effect with a corresponding delay between the
1976 stored actions. This had some major disadvantages (for example,
1977 push delays had to be ignored, pressing a button for some seconds
1978 mutated to several single button presses because of the non-action
1979 delays between two action frames etc.). The new tape format just
1980 stupidly records all device actions and replays them later. I really
1981 don't know why I haven't solved it that way before?! Old-style tapes
1982 (with tape file version less than 2.0) get converted to the new
1983 format on-the-fly when loading and can therefore still be played;
1984 only some minor parts of the old-style tape handling code was needed.
1985 (A perfect conversion is not possible, because there is information
1986 missing about the device actions between two action frames.)
1988 2002-03-14 src/files.c
1989 * New function "DumpTape()" to dump the contents of the current tape
1990 in a human readable format.
1992 2002-03-14 src/game.c
1993 * Small tape bug fixed: When automatically advancing to next level
1994 after a game was won, the tape from the previous level still was
1995 loaded as a tape for the new level.
1997 2002-03-14 src/tape.c
1998 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1999 tape, cartoons did not get completely removed because
2000 StopAnimation() was not called.
2002 2002-03-13 src/files.c
2003 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2004 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2005 size even when using 16-bit elements). Added new chunk "CNT2" for
2006 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2007 chunk even when content was 16-bit element). "CNT2" should now be
2008 able to store content for arbitrary elements (up to eight blocks of
2009 3 x 3 element arrays). All "CNT2" elements will always be stored as
2010 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2012 2002-03-13 src/files.c
2013 * Changed "LoadLevel()" for real chunk support.
2015 2002-03-12 src/game.c
2016 * Fixed problem (introduced after 2.0.0 release) with penguins
2017 not getting killed by enemies
2019 2002-02-24 src/game.c, src/main.h
2020 * Added "player->is_moving"; now "player->last_move_dir" does
2021 not contain any information if the player is just moving at
2023 Before, "player->last_move_dir" was misused for this purpose
2024 for the robot stuff (robots don't kill players when they are
2025 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2026 broke tapes when walking through pipes!
2027 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2028 in a continuous movement. This fact is ignored for friends and