2 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
3 try to push something (due to push delay) does not cause a dig action
6 * fixed bug with reference elements used as trigger elements on custom
7 element change pages not being recognized
8 * fixed bug with reference elements not being removed from the playfield
9 * added engine functionality that allows custom elements that "can dig"
10 other elements not only to do so when moving by themselves, but also
11 when being pushed by the player (therefore adding the functionality to
12 push one element over another element, replacing it with the new one)
15 * added command line function to write level sketch images to directory
18 * merged override and auto-override options into new override options
19 with a new data type than can take the values "no", "yes" and "auto"
22 * fixed growing steel wall to also leave behind steel wall instead of
23 normal, destructible wall
24 * fixed handling of rocks falling through stacks of quicksand with
25 different speed (before, the rocks just got stuck in the quicksand)
28 * fixed nasty bug with auto-override and normal override not working on
29 program startup (especially when current level set has custom artwork)
32 * version 3.2.5 released as special edition "R'n'D jue"
35 * fixed X11 crash bug when blitting masked title screens over background
38 * changed build system to support special editions (like "R'n'D jue")
39 * added (hardcoded) loading graphics for "R'n'D jue" special edition
40 * fixed X11 crash bug when scaling images with width/height less than 32
43 * added "background.PLAYING" (only visible as two-pixel border in game)
44 * added default level set for first start of special R'n'D version
45 * changed door animations for editor always behaving like "quick doors"
48 * added new custom artwork setup option "auto-override non-CE sets" for
49 automatic artwork override that is only used for level sets without
50 custom element artwork (as it does not make much sense to override
51 any artwork that redefines custom element artwork for sets using CEs)
52 * fixed default artwork for "special" R'n'D versions always using the
53 "classic" artwork as the base if base artwork is not explicitly
54 defined in "levelinfo.conf", regardless of different default artwork
55 used by the special R'n'D version -- this is needed because any such
56 custom artwork is designed using the "classic" artwork definitions as
57 the base (including menu definitions and screen positions etc., which
58 would otherwise be taken from the different special default artwork)
61 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
62 for both EMC and R'n'D graphics engine (heavy workarounds needed due
63 to massively broken handling of quicksand in R'n'D game engine)
64 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
65 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
68 * fixed small bug in toon drawing (introduced when fixing the crash bug)
71 * added graphics definition "game.panel.highscore" to display the
72 current levels current high score in the game panel
75 * version number set to 3.2.5
78 * version 3.2.4 released
81 * fixed crash bug in toon drawing functions for large step offset values
84 * fixed some problems with displaying game panel when quick-loading tape
87 * fixed (experimental only) redrawing of every tile per frame (even if
88 unneeded) for the extended (R'n'D based) EMC graphics engine
89 * added optimization to only calculate element count for panel display
90 if really needed (that is, if element count values defined on panel)
91 * fixed problem with special editor door redraw when entering main menu
94 * fixed bug with displaying background for title messages on info screen
95 * some code cleanup for the extended (R'n'D based) EMC graphics engine
98 * fixed bug with CE action "move player" always resulting in player 4
99 if there was a CE action with no trigger player (because the player
100 element was calculated by using log_2() from trigger player bits with
101 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
102 triggering player bit mask and handling all players in "move player"
103 * fixed bug when defined artwork cannot be found for artwork that has
104 default artwork cloned from other artwork (without default filename)
105 * added several fixes to the extended (R'n'D based) EMC graphics engine
108 * fixed broken editor copy and paste for custom elements between levels
111 * title messages are now also searched in graphics artwork directory;
112 those found in graphics directory have precendence over those found
113 in level directory -- this handles title messages stored in graphics
114 directories as part of the artwork set, just like title images; this
115 makes sense, as corresponding special font definitions for messages
116 are usually defined in the same graphics artwork directory, and also
117 because title images and title messages that are combined in a level
118 set introduction should usually not be separated when the level set
119 is used with a different artwork set (e.g. using "override graphics")
120 * fixed problem with door borders on main screen by first drawing doors
121 and then the corresponding border masks, but not vice versa
122 * fixed problem with artwork config entries using the value "[DEFAULT]";
123 this does not what one might expect, but sets the value to an invalid
124 value -- solution: simply ignore such entries, which results in this
125 value keeping its previous (real) default value (in general, entries
126 that should use their default value should just not be defined here)
127 * fixed problem with wrong fading area size from main menu to setup menu
130 * fixed problem with broken crumbled graphics after level set changes
131 when using R'n'D custom artwork with level sets using the EMC engine
134 * fixed invisible "joysticks deactivated ..." text on setup input screen
137 * added use of hashes created from static lists (element tokens, image
138 config, font tokens) to speed up lookup of configuration parameters
139 * fixed bug where element and graphic config token lookup was mixed up
142 * added "busy" animation when initializing program and loading artwork
143 * added initialization profiling for program startup (debugging only)
146 * fixed(?) very strange bug apparently triggered by memset() when code
147 was cross-compiled with MinGW cross-compiler for Windows XP platform
148 (this only happened when using SDL.dll also self-compiled with MinGW)
151 * added graphics engine directive "border.draw_masked_when_fading" that
152 enables/disables drawing of border mask over screen that is just faded
155 * fixed small problem with separate fading definition for game screen
158 * added additional configuration directives for setup screen draw offset
159 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
160 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
161 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
162 used to define draw offset on custom artwork selection screens and
163 "CHOOSE_OTHER" is used on all other list style selection screens, like
164 choosing game speed or screen mode for fullscreen mode)
165 * added additional configuration directives to define main menu buttons:
166 - menu.button_name and menu.button_name.active
167 - menu.button_levels and menu.button_levels.active
168 - menu.button_scores and menu.button_scores.active
169 - menu.button_editor and menu.button_editor.active
170 - menu.button_info and menu.button_info.active
171 - menu.button_game and menu.button_game.active
172 - menu.button_setup and menu.button_setup.active
173 - menu.button_quit and menu.button_quit.active
174 * added eight pure decoration graphic definitions for the game panel
177 * added support for accessing native Diamond Caves II level packages
178 * fixed displaying of game panel values for Emerald Mine game engine
179 * fixed displaying end-of-level time and score values on new game panel
182 * added game panel control to display arbitrary elements on game panel
183 * added game panel control to display custom element score (globally
184 unique for identical custom elements) either as value or as element
185 * added ".draw_masked" and ".draw_order" to game panel control drawing
188 * fixed some general bugs with handling of ".active" elements and fonts
191 * cleanup of game panel elements (some elements were not really needed)
192 * added displaying of gravity state (on/off) as new game panel control
193 * added animation for game panel elements (similar to game elements)
196 * added new pseudo game mode "PANEL" to define panel fonts and graphics
197 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
198 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
199 (else graphics would have to use ".PLAYING", which would be confusing)
200 * fixed bug when fading out to game screen with border mask defined
203 * added attribute ".tile_size" for element style game panel controls
206 * added <space> key as additional valid key to use for confirm requester
209 * improved menu fading, adding separate fading definitions for entering
210 and leaving a "content" screen (in general), and optional definitions
211 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
214 * added (currently invisible) setup option to define scroll delay value
215 * fixed small bug in priority handling when auto-detecting level start
216 position in levels without player element (but player from CE etc.)
217 * added option "game.forced_scroll_delay_value" to override user choice
218 of scroll delay value for certain level sets with "graphicsinfo.conf"
219 * replaced setup option "scroll delay: on/off" by new setup option that
220 directly allows selecting the desired scroll delay value from 0 to 8
223 * added displaying of most game panel control elements (not animated)
226 * added new configuration directives to display additional game engine
227 values on the game control panel, like the following examples:
228 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
229 - game.panel.penguins - number of penguins to rescue
230 - game.panel.level_name - level name of current level
233 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
236 * added new player option "no centering when relocating" for "invisible"
237 teleportations to level areas that look exactly the same, giving the
238 illusion that the player did not relocate at all (this was the default
239 since 3.2.3, but caused visual problems with room creation in "Zelda")
240 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
243 * improved menu fading, adding separate fading definitions for entering
244 and leaving a menu and for fading between menu and "content" screens
245 * fixed small bug with recognizing also ".font_xyz" style definitions
248 * improved menu fading, adding separate fading definitions for fading
249 between menu screens and fading between menu and "destination" screens
252 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
253 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
254 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
255 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
257 * improved title fading, allowing fading animation types "none", "fade"
258 and "crossfade" (including cross-fading of last title to main menu)
261 * added configurability of graphics, sounds and music for title screens,
262 which are separated into initial title screens (only shown once at
263 program startup) and title screens shown for a given level set; these
264 title screens can be composed of up to five title images and up to
265 five title text messages (each drawn using an optional background
266 image), also using background music and/or sounds; aspects like
267 background images, sounds and music of title screens can either be
268 defined generally (valid for all title screens) or specifically (and
269 therefore differently for each title screen) using these directives:
271 to define a background image, sound or music file for all screens:
272 - background.TITLE_INITIAL (for all title screens for game startup)
273 - background.TITLE (for all title screens for level sets)
275 to define a background image, sound or music file for a single screen:
276 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
277 - background.titlescreen_x (with x in 1,2,3,4,5)
278 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
279 - background.titlemessage_x (with x in 1,2,3,4,5)
281 to define the title screen images:
282 - titlescreen_initial_x (with x in 1,2,3,4,5)
283 - titlescreen_x (with x in 1,2,3,4,5)
285 to define the title text messages, place text files into the level set
286 directory that have the following file names:
287 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
288 - titlemessage_x.txt (with x in 1,2,3,4,5)
290 to define the properties of the text messages, either use directives
291 that affect all text messages:
292 - [titlemessage_initial].<suffix>
293 - [titlemessage].<suffix>
294 or use directives that affect single text messages:
295 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
296 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
298 valid values for <suffix> are the same as for readme.<suffix> below;
299 use ".sort_priority" (default: 0) to define an arbitrary order for
300 title images and title messages (which can therefore be mixed)
303 * added full configurability of "readme.txt" screen appearance:
304 - readme.x: <left position used with alignment>
305 - readme.y: <top position>
306 - readme.width: <maximim text width in pixels>
307 - readme.height: <maximum text height in pixels>
308 - readme.chars: <maximum number of chars per line>
309 - readme.lines: <maximum number of lines displayed>
310 - readme.align: left,center,right (default: center)
311 - readme.top: top,middle,bottom (default: top)
312 - readme.font: font name
313 - readme.autowrap: true,false (default: true)
314 - readme.centered: true,false (default: false)
315 - readme.parse_comments: true,false (default: true)
316 - readme.sort_priority: (not used here, but only for title screens)
317 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
318 default), they are automatically determined from "readme.width" and
319 "readme.height" accordingly; when they are not "-1", they have
320 precedence over "readme.width" and "readme.height"
321 * added internal ad-hoc config settings for displaying text files like
322 title messages or "readme.txt" style level set info files:
323 - .font: font name (default: readme.font)
324 - .autowrap: true,false (default: readme.autowrap)
325 - .centered: true,false (default: readme.centered)
326 - .parse_comments: true,false (default: readme.parse_comments)
327 (the leading '.' and the separating ':' are mandatory here); to use
328 these ad-hoc settings, they have to be written inside a comment, like
329 "# .autowrap: false" or "# .centered: true"; these settings then
330 override the above global settings (they can even be used more than
331 once, like "# .centered: true", then some text that should be drawn
332 centered, then "# .centered: false" to go back to non-centered text;
333 important note: after using "# .parse_comments: false", or when using
334 "readme.parse_comments: false", detecting and parsing comments inside
335 the file is disabled and comments are just printed like normal text;
336 also be aware that all automatic text size calculations are done with
337 the font defined in "readme.font", while using different fonts using
338 "# .font: <font>" inside the text file may cause unexpected results
341 * changed some numerical limits in the level editor from 255 to 999
344 * added option "system.sdl_videodriver" to select SDL video driver
345 * added output of SDL video and audio driver to "version info" page
348 * added group element drawing to IntelliDraw drawing functions
349 * fixed animation resetting problem again (last try broke Snake Bite)
350 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
353 * added new (special) "include: <filename>" directive that works in all
354 configuration files (like "graphicsinfo.conf") and that has the same
355 effect as if that directive would be replaced with the content of the
356 specified file (this can be useful to split large configuration files
357 into several smaller ones and include them from one main file, or to
358 store configuration settings that always stay the same into a separate
359 file, while including it and only add those parts that really change)
362 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
365 * fixed bug in "InitMovingField()" where treating an integer array as
366 boolean caused wrong resetting of animations while elements are moving
367 * fixed problem with resetting animations when starting element change
370 * added sort priority for order of title screens and title messages
373 * changed end of game again: do not wait for the user to press a key
374 anymore, but directly ask/confirm tape saving and go to hall of fame
375 * re-enabled quitting of lost game by pressing space or return again
376 * added blanking of mouse pointer when displaying title screens
377 * added remaining menu draw offset definitions for info sub-screens
380 * added setup option to select game speed (from very slow to very fast)
381 * improved handling of title text messages (initial and for level set)
384 * added new options "auto-wrap" and "centered" for DC2 style envelopes
387 * fixed displaying and typing of player name when it is centered
388 * added special characters to be allowed for player name (not only A-Z)
391 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
392 (newer versions of the SDL library seem to not like this anymore)
395 * added code for configuration directives for control of game panel
398 * fixed small cosmetical bug with underlining property tabs in editor
401 * fixed small drawing bug in X11FadeRectangle
402 * added new elements for newly supported Diamond Caves II levels:
403 - EM/DC style exits that disappear after passing
404 - white key and gate (one white key needed for each white gate)
405 - fake gate (there is no key to open/pass this kind of gate!)
406 - extended magic wall which also handles pearls and crystals
410 * changed maximum value for endless loop detection to a higher value
411 (some levels really used very deep recursion without being endless)
414 * added new elements for newly supported Diamond Caves II levels:
415 - growing steel walls
416 - snappable land mine
419 * added new elements for newly supported Diamond Caves II levels:
420 - steel text elements
423 * added level file loader for native Diamond Caves II levels
426 * version number set to 3.2.4
429 * version 3.2.3 released
432 * fixed malloc/free bug when updating EMC artwork entries in level list
433 * added workaround (warning and request to quit the current game) when
434 changing elements cause endless recursion loop (which would otherwise
435 freeze the game, causing a crash-like program exit on some systems)
438 * fixed nasty string overflow bug when entering too long envelope text
441 * added feedback sounds for menu navigation "menu.item.activating" and
442 "menu.item.selecting" (for highlighting and executing menu entries)
445 * improved "no scrolling when relocating" to also consider scroll delay
446 (meaning that the player is not automatically centered in this case;
447 this makes it possible to "invisibly" relocate the player to a region
448 of the level playfield which looks the same as the old level region)
449 * fixed bug with not recognizing "main.input.name.align" when active
452 * fixed bug with displaying masked borders over title screens when
453 screen fading is disabled
456 * fixed infinite loop / crash bug when killing the player while having
457 a CE with the setting "kill player X when explosion of <player X>"
458 * added special editor graphic for "char_space" to distinguish it from
459 "empty_space" when editing a level (in-game graphics still the same)
462 * fixed nasty bug with initialization only done for the first player
465 * small change to handle loading empty element/content list micro chunks
468 * uploaded pre-release (test) version 3.2.3-0 binary and source code
471 * some optimizations on startup speed by reducing initial text output
474 * added caching of custom artwork information for faster startup times
477 * fixed graphical bug when using fewer menu entries on level selection
478 screen than usual (with "menu.list_size.LEVELS" directive)
479 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
480 the backbuffer to the backbuffer by error (with identical rectangle)
483 * fixed bug when displaying titlescreen with size less than element tile
484 * fixed bug that caused elements with "change when digging <e>" event
485 to change for _every_ digged element, not only those specified in <e>
486 * fixed bug that caused impact style collision when dropping element one
487 tile over the player that can both fall down and smash players
488 * fixed bug that caused impact style collision when element changed to
489 falling/smashing element over the player immediately after movement
492 * fixed bug that allowed making engine snapshots from the level editor
495 * fixed bugs with player name and current level positions on main screen
498 * added configuration directives for control of title screens:
499 - "title.fade_delay" for fading time
500 - "title.post_delay" for pause between screens (when not crossfading)
501 - "title.auto_delay" to automatically continue after some time
502 these settings can each be overridden by specifying them with titles:
503 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
504 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
505 fading mode can also be specified:
506 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
507 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
508 default is using normal fading for menues and initial title screens,
509 while using cross-fading for level set title screens
510 * fixed bug with background not drawn in Hall of Fame after game was won
513 * added configuration directives for the remaining main menu items
516 * added additional configuration directives for info screen draw offset:
517 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
518 * added additional configuration directives for preview info text
519 * limited mouse wheel sensitive screen area to scrollable screen area
522 * added highlighted menu text entries to menu navigation when selected
525 * fixed bug that prevented player from correctly being created in the
526 top left corner by a custom element change in a level without player
527 * fixed bug that prevented player from being killed when indestructible,
528 non-walkable element is placed on player position by extended change
529 * added configurable menu button, text and input positions to main menu
532 * added page fading effects for remaining info sub-screens
533 * fixed small bug that caused some delays when answering door request
536 * added directives "border.draw_masked.*" for menu/playfield area and
537 door areas to display overlapping/masked borders from "global.border"
540 * fixed bug with CE with move speed "not moving" not being animated
541 * when changing player artwork by CE action, reset animation frame
544 * fixed bug with not unmapping main menu screen gadgets on other screens
545 * fixed bug with un-pausing a paused game by releasing still pressed key
546 * fixed bug with not redrawing screen when toggling to/from fullscreen
547 mode while fast reloading tape (without redrawing playfield contents)
548 * fixed bug with quick-saving tape snapshot despite answering with "no"
551 * version number set to 3.2.3
554 * version 3.2.2 released
557 * fixed bug with redrawing screen in fullscreen mode after quick tape
558 reloading when using the EMC game engine
559 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
562 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
565 * added engine snapshot functionality for instant tape reloading (this
566 only works for the last tape saved using "quick save", and does not
567 work across program restarts, because it completely works in memory)
570 * version number set to 3.2.2
573 * version 3.2.1 released
576 * fixed nasty bugs with handling error message file on Mac OS X systems
579 * general code cleanup (removing many annoying "#if 0" blocks etc.)
582 * fixed bug that caused broken tapes when manually appending to tapes
583 using the "pause before death" functionality, followed by recording
584 * added setup option to disable fading of screens for faster testing
587 * code cleanup of new fading functions
590 * changed behaviour after solved game -- do not immediately stop engine
591 * added some more smooth screen fadings (game start, hall of fame etc.)
594 * fixed bug with displaying pushed CE with value/score/delay anim_mode
597 * added configurable level preview position, tile size and dimensions
598 * added configurable game panel value positions (gems, time, score etc.)
601 * fixed small bug with time displayed incorrectly when collecting CEs
604 * fixed bug with bumpy scrolling with EM engine in double player mode
607 * added compatibility code to fix "Snake Bite" style levels that were
608 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
611 * fixed bug with scrollbars inside editor when using the Windows mouse
612 enhancement tool "True X-Mouse" (which injects key events to the event
613 queue to insert selected stuff into the Windows clipboard, which gets
614 confused with the "Insert" key for jumping to the last editor cascade
615 block in the element list)
616 * added Rocks'n'Diamonds icon for use as window icon to SDL version
617 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
620 * added selection of preferred fullscreen mode to setup / graphics menu
621 (useful if default mode 800 x 600 does not match screen aspect ratio)
624 * improved down-scaling of images for better editor and preview graphics
625 * changed user data directory for Mac OS X from Unix style to new place
628 * improved level number selection in main menu and player selection in
629 setup menu (input devices section) by using standard button gadgets
630 * added support for mouse scroll wheel (caused buggy behaviour before)
631 * added support for scrolling horizontal scrollbars with mouse wheel by
632 holding "Shift" key pressed while scrolling the wheel
633 * added support for single step mouse wheel scrolling by holding "Alt"
634 key pressed while scrolling the wheel (can be combined with "Shift")
635 * changed output file "stderr.txt" on Windows platform now always to be
636 created in the R'n'D sub-directory of the personal documents directory
637 * added Windows message box to direct to "stderr.txt" after error aborts
640 * improved general scrollbar handling (when jump-scrolling scrollbars)
643 * changed scrollbars to always show last line as first after scrolling
644 (that means jumping n - 1 screen lines instead of n screen lines)
647 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
648 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
649 * fixed special handling of vertically stacked acid becoming fake acid
652 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
653 affect multiple instances of the same CE, although this kind of
654 change condition usually only affects one single custom element
657 * version number set to 3.2.1
660 * version 3.2.0 released
663 * reorganized level editor element list a bit to match engines better
666 * fixed newly introduced bug with wrongly initializing clipboard element
669 * fixed bug with displaying visible/invisible level border in editor
672 * reorganized some elements in the level editor element list
675 * fixed bug with displaying any player as "yellow" when moving into acid
676 * fixed bug with displaying running player when player stopped at border
679 * fixed bug with player exploding when moving into acid
680 * fixed bug with level settings being reset in editor and when playing
681 (some compatibility settings being set not only after level loading)
682 * fixed crash bug when number of custom graphic frames was set to zero
683 * fixed bug with teleporting player on walkable tile not working anymore
684 * added partial compatibility support for pre-release-only "CONF" chunk
685 (to make Alan Bond's "color cycle" demo work again :-) )
688 * fixed some bugs when displaying title screens from info screen menu
689 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
692 * changed file major version to 3 to reflect level file format changes
693 * uploaded pre-release (test) version 3.2.0-8 binary and source code
696 * added new chunk "NAME" to level file format for level name settings
697 * added new chunk "NOTE" to level file format for envelope settings
698 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
699 * updated magic(5) file to recognize changed and new level file chunks
700 * removed change events "change when CE value/score changes" as unneeded
703 * changed gravity (which only affects the player) from level property
704 to player property (only makes a difference in multi-player levels)
705 * added change events "change when CE value/score changes"
706 * added change events "change when CE value/score changes of <element>"
709 * added new chunk "INFO" to level file format for global level settings
710 * added all element settings from "HEAD" chunk to "CONF" chunk
711 * added all global level settings from "HEAD" chunk to "INFO" chunk
714 * changed level file format by adding two new chunks "CUSX" (for custom
715 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
716 elements, replacing the previous "GRP1" chunk); these new IFF style
717 chunks use the new and flexible "micro chunks inside chunks" technique
718 already used with the new "CONF" chunk (for normal element properties)
719 which makes it possible to easily extend the existing level format
720 (instead of using fixed-length chunks like before, which are either
721 too big due to reserved bytes for future use, or too small when those
722 reserved bytes have all been used and even more data should be stored,
723 requiring the replacement by new and larger chunks just like it went
724 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
727 * added credits pages to the "credits" section that were really missing
728 * added some missing element descriptions to the level editor
729 * added down position of switchgate switch to the level editor
730 and allowed the use of both switch positions at the same time
731 * changed use of "Insert" and "Delete" keys to navigate element list in
732 level editor to start of previous or next cascading block of elements
735 * added the possibility to view the title screen to the info screen menu
736 * fixed some minor bugs with viewing title screens
739 * fixed bug with title (cross)fading in/out when using fullscreen mode
742 * fixed bug that forced re-defining of menu settings in local graphics
743 config file which are already defined in existing base config file
744 * fixed small bug that caused door sounds playing when music is enabled
747 * added the possibility to define up to five title screens for each
748 level set that are displayed after loading using (cross)fading in/out
749 (this was added to display the various start images of the EMC sets)
752 * added "CE score gets zero [of]" to custom element trigger conditions
753 * added setup option to display element token name in level editor
756 * added compatibility code for Juergen Bonhagen's menu artwork settings
759 * fixed bug with displaying wrong animation frame 0 after CE changes
760 * fixed bug with creating invisible elements when light switch is on
763 * added selection between ECS and AGA graphics for EMC levels to setup
766 * adjusted font handling for various narrow EMC style fonts
769 * changed EM engine behaviour back to re-allow initial rolling springs
772 * fixed handling of over-large selectboxes (less error-prone now)
773 * fixed bug when creating GE with walkable element under the player
776 * added use of "Insert" and "Delete" keys to navigate element list in
777 level editor to start of custom elements or start of group elements
778 * added virtual elements to access CE value and CE score of elements:
779 - "CE value of triggering element"
780 - "CE score of triggering element"
781 - "CE value of current element"
782 - "CE score of current element"
785 * fixed "grass" to "sand" in older EM levels (up to file version V4)
788 * changed behaviour of network games with internal errors (because of
789 different client frame counters) from immediately terminating R'n'D
790 to displaying an error message requester and stopping only the game
791 (also to prevent impression of crashes under non command-line runs)
792 * fixed playing network games with the EMC engine (did not work before)
793 * fixed bug with not scrolling the screen in multi-player mode with the
794 focus on player 1 when all players are moving in different directions
795 * fixed bug with keeping pointer to gadget even after its deallocation
796 * fixed bug with allowing "focus on all players" in network games
797 * fixed bug with player focus when playing tapes from network games
800 * uploaded pre-release (test) version 3.2.0-7 binary and source code
803 * code cleanup for game action control for R'n'D and EMC game engine
806 * fixed bug in multi-player movement with focus on both players
807 * added option to control only the focussed player with all input
810 * added player focus switching to level tape recording and re-playing
813 * fixed some bugs in player focus switching in EMC and RND game engine
816 * added special Supaplex animations for Murphy digging and snapping
817 * added special Supaplex animations for Murphy being bored and sleeping
820 * added four new yam yams with explicit start direction for EMC engine
821 * fixed bug in src/libgame/text.c with printing text outside the window
824 * fixed small bug in EMC level loader (copyright sign in EM II levels)
827 * added delayed ignition of EM style dynamite when used in R'n'D engine
828 * added limited movement range to EMC engine when focus on all players
831 * fixed bug with missing (zero) score values for native Supaplex levels
834 * added "continuous snapping" (snapping many elements while holding the
835 snap key pressed, without releasing the snap key after each element)
836 as a new player setting for more compatibility with the classic games
839 * finished scrolling for "focus on all players" in EMC graphics engine
842 * level sets with "levels: 0" are ignored for levels, but not artwork
843 * fixed bug when scanning empty level group directories (endless loop)
846 * fixed bug with explosion graphic for player using "Murphy" graphic
847 * fixed bug with explosion graphic if player leaves explosion in time
848 * changed some descriptive text in setup menu to use medium-width font
849 * added key shortcut settings for switching player focus to setup menu
852 * fixed bug with random value initialization when recording tapes
853 * fixed bug with playing single player tapes when team mode activated
856 * fixed little bug when trying to switch to player that does not exist
859 * added player switching (visual and quick) to R'n'D and EM game engine
860 * added setup option to select visual or quick in-game player switching
863 * added use of "Home" and "End" keys to handle element list in editor
866 * fixed bug with adding score when playing tape with EMC game engine
867 * added steel wall border for levels using EMC engine without border
868 * finally fixed delayed scrolling in EMC engine also for small levels
871 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
874 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
875 * fixed bug when displaying info element without action, but direction
878 * fixed minor graphical problems with springs smashing and slurping
879 (when using R'n'D style graphics instead of EMC style graphics)
882 * added scroll delay (as configured in setup) to EMC graphics engine
885 * improved screen redraw for EMC graphics engine (faster and smoother)
886 * when not scrolling, do not redraw the whole playfield if not needed
889 * added multi-player mode for EMC game engine (with up to four players)
892 * added android (can clone elements) from EMC engine to R'n'D engine
895 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
898 * added selectbox for initial player speed to player settings in editor
901 * version 3.1.2 created that is basically version 3.1.1, but with a
902 major bug fixed that prevented editing your own private levels
903 * version 3.1.2 released
906 * added magic ball (creates elements) from EMC engine to R'n'D engine
909 * uploaded fixed pre-release version 3.2.0-6 binary and source code
912 * fixed bug when using "CE can leave behind <trigger element>"
913 * added new change condition "(after/when) creation of <element>"
914 * added new change condition "(after/when) digging <element>"
915 * fixed bug accessing invalid gadget that caused crashes under Windows
916 * deactivated new possibility for multiple CE changes per frame
919 * uploaded pre-release (test) version 3.2.0-6 binary and source code
922 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
923 * fixed bug with not keeping CE value for moving CEs with only action
924 * changed CE action selectboxes in editor to be only reset when needed
927 * added option "use artwork from element" for custom player artwork
928 * added option "use explosion from element" for player explosions
931 * added cascaded element lists in the level editor
932 * added persistence for cascaded element lists by "editorcascade.conf"
933 * added dynamic element list with all elements used in current level
934 * added possibility for multiple CE changes per frame (experimental)
937 * uploaded pre-release (test) version 3.2.0-5 binary and source code
940 * changed "score for each 10 seconds/steps left" to "1 second/step"
941 * added own score for collecting "extra time" instead of sharing it
942 * added change events "switched by player" and "player switches <e>"
943 * added change events "snapped by player" and "player snaps <e>"
944 * added "set player artwork: <element choice>" to CE action options
945 * added change event "move of <element>"
948 * added "set player shield: off / normal / deadly" to CE action options
949 * added new player option "use level start element" in level editor
950 to set the correct focus at level start to elements from which the
951 player is created later (this did not work before for cascaded CE
952 changes resulting in creation of the player; it is now also possible
953 to create the player from a yam yam which is smashed at level start)
956 * added "set player speed: frozen (not moving)" to CE action options
957 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
960 * added new player option "block snap field" (enabled by default) to
961 make it possible to show a snapping animation like in Emerald Mine
964 * added dynamic selectboxes to custom element action settings in editor
965 * added "CE value" counter for custom elements (instead of "CE count")
966 * added option to use the last "CE value" after custom element change
967 * added option to use the "CE value" of other elements in CE actions
968 * fixed odd behaviour when pressing time orb in levels w/o time limit
969 * added checkbox "use time orb bug" for older levels that use this bug
972 * added missing configuration settings for the following elements:
973 - EL_TIMEGATE_SWITCH (time of open time gate)
974 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
975 - EL_SHIELD_NORMAL (time of shield duration)
976 - EL_SHIELD_DEADLY (time of shield duration)
977 - EL_EXTRA_TIME (time added to level time)
978 - EL_TIME_ORB_FULL (time added to level time)
981 * added "wind direction" as a movement pattern for custom elements
982 * added initial wind direction for balloon / custom elements to editor
983 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
986 * added parameters for "game of life" and "biomaze" elements to editor
989 * added level file chunk "CONF" for generic level and element settings
992 * uploaded pre-release (test) version 3.2.0-4 binary and source code
995 * skip empty level sets (with "levels: 0"; may be artwork base sets)
996 * added sound action ".page[1]" to ".page[32]" for each CE change page
999 * added image config suffix ".clone_from" to copy whole image settings
1000 * fixed bug with invalid ("undefined") CE settings in old level files
1003 * fixed graphical bug with smashing elements falling faster than player
1006 * fixed major bug which prevented private levels from being edited
1007 * fixed bug with precedence of general and special font definitions
1010 * fixed graphical bug with player animation when player moves slowly
1013 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1016 * fixed bug which prevented "global.num_toons: 0" from working
1019 * major code cleanup (removed all these annoying "#if 0" blocks)
1022 * added custom element actions for CE change page in level editor
1025 * fixed music initialization bug in init.c (thanks to David Binderman)
1026 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1027 (this bug must probably be fixed at other places, too)
1030 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1031 (should be '#include <SDL.h>' instead)
1034 * fixed bug which prevented "walkable from no direction" from working
1035 (due to compatibility code overwriting this setting after loading)
1038 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1041 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1042 * version 3.1.1 released
1045 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1046 on 64-bit architecture systems with LP64 data model
1049 * fixed bug with bombs not exploding when hitting the last level line
1050 (introduced after the release of 3.1.0)
1053 * added support for dumping small-sized level sketches from editor
1056 * added recognition of "trigger element" for "change digged element to"
1057 (this is not really what the "trigger element" was made for, but its
1058 use may seem obvious for leaving back digged elements unchanged)
1061 * fixed multiple warnings about failed joystick device initialization
1064 * fixed bug with dynamite dropped on top of just dropped custom element
1065 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1066 dynamite can still be dropped, but drop key must be released before
1069 * fixed bug with wrong start directory when started from file browser
1070 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1073 * fixed bug causing "change when impact" on player not working
1074 * fixed wrong priority of "hitting something" over "hitting <element>"
1075 * fixed wrong priority of "hit by something" over "hit by <element>"
1078 * fixed graphical bug which caused the player (being Murphy) to show
1079 collecting animations although the element was collected by penguin
1082 * fixed two bugs causing wrong door background graphics in system.c
1083 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1086 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1087 * added "no direction" to "walkable/passable from" selectbox options
1090 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1091 * in tape autoplay, not only report broken, but also missing tapes
1094 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1097 * fixed small bug with "linear" animation not working for active lamp
1100 * fixed bug with moving up despite gravity due to "block last field"
1101 * fixed small bug with wrong draw offset when typing name in main menu
1102 * when reading user names from "passwd", ignore data after first comma
1103 * when creating new "levelinfo.conf", only write some selected entries
1106 * fixed displaying "imported from/by" on preview with empty string
1107 * fixed ignoring draw offset for fonts used for level preview texts
1110 * fixed a delay problem with SDL and too many mouse motion events
1111 * added setup option "skip levels" and level skipping functionality
1114 * added move speed "not moving" for non-moving CEs, but with direction
1117 * fixed mapping of obsolete element token names in "editorsetup.conf"
1118 * fixed bug with sound "acid.splashing" treated as a loop sound
1119 * fixed some little sound bugs in native EM engine
1122 * fixed small bug when dragging scrollbars to end positions
1125 * added editor element descriptions written by Aaron Davidson
1128 * improved fallback handling when configured artwork is not available
1129 (now using default artwork instead of exiting when files not found)
1132 * fixed bug on level selection screen when dragging scrollbar
1135 * fixed bug which caused broken tapes when appending to EM engine tapes
1138 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1141 * added code to replace changed artwork config tokens with other tokens
1142 (needed for backwards compatibility, so that older tokens still work)
1145 * added native R'n'D graphics for some new EMC elements in EM engine
1148 * fixed some bugs in the EM engine integration code
1149 * changed EM engine code to allow diagonal movement
1150 * changed EM engine code to allow use of separate snap and drop keys
1153 * fixed some redraw bugs when using EM engine
1156 * fixed bug with not converting RND levels which are set to use native
1157 engine to native level structure when loading
1160 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1163 * version number set to 3.2.0
1166 * level data now reset to defaults after attempt to load invalid file
1169 * added use of "editorsetup.conf" for different level sets
1172 * added auto-detection for various types of Emerald Mine level files
1175 * fixed bug with scrollbars getting too small when list is very large
1178 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1181 * added most level editor configuration gadgets for new EMC elements
1184 * added more element and graphic definitions for new EMC elements
1187 * modified native EM engine to use integrated R'n'D sound system
1190 * added SDL support to graphics functions in native EM engine
1191 (by always using generic libgame interface functions)
1194 * fixed bug in frame synchronization in native EM engine
1197 * added code to convert levels between R'n'D and native EM engine
1200 * new Emerald Mine engine can now play levels selected in main menu
1203 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1204 (which creates scaled down graphics for level editor and preview);
1205 there's still a memory leak somewhere in the artwork handling code
1206 * added "scale image up" functionality to X11 version of zoom function
1209 * first attempts to integrate new, native Emerald Mine Club engine
1212 * fixed bug in gadget code which caused reset of CEs in level editor
1213 (example: pressing 'b' [grab brush] on CE config page erased values)
1214 (solution: check if gadgets in ClickOnGadget() are really mapped)
1215 * improved level change detection in editor (settings now also checked)
1216 * fixed bug with "can move into acid" and "don't collide with" state
1219 * fixed maze runner style CEs to use the configured move delay value
1222 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1225 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1226 * fixed the above fix because it broke level set "machine" (*sigh*)
1227 * fixed random element placement in level editor to work as expected
1228 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1231 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1234 * fixed bug (missing array boundary check) which caused broken tapes
1235 * fixed bug (when loading level template) which caused broken levels
1236 * fixed bug with new block last field code when using non-yellow player
1239 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1240 * internal change of how the player blocks the last field when moving
1241 * fixed blocking delay of last field for EM and SP style block delay
1242 * fixed bug where the player had to wait for the usual move delay after
1243 unsuccessfully trying to move, when he directly could move after that
1244 * the last two changes should make original Supaplex level 93 solvable
1245 * improved use of random number generator to make it less predictable
1246 * fixed behaviour of slippery SP elements to let slip left, then right
1249 * fixed bug with wrong door state after trying to quickload empty tape
1250 * fixed waste of static memory usage of the binary, making it smaller
1251 * fixed very little graphical bug in Supaplex explosion
1254 * version number set to 3.1.1
1257 * version 3.1.0 released
1260 * fixed bug with crash when writing user levelinfo.conf the first time
1263 * added option "convert LEVELDIR [NR]" to command line batch commands
1264 * re-converted Supaplex levels to apply latest engine fixes
1265 * changed "use graphic/sound of element" to "use graphic of element"
1266 due to compatibility problems with some levels ("bug machine" etc.)
1269 * fixed bug with CE change replacing player with same or other player
1272 * fixed bug with opaque font in envelope with background graphic when
1273 background graphic is not transparent itself
1276 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1277 * corrected original Supaplex level loading code to use these new ports
1278 * also corrected Supaplex loader to auto-count infotrons if set to zero
1281 * fixed bug with missing initialization of "modified" flag for GEs
1284 * fixed bug that caused endless recursion loop when relocating player
1285 * fixed tape recorder bug in "step mode" when using "pause before end"
1286 * fixed tape recorder bug when changing from "warp forward" mode
1289 * fixed bug with "when touching" for pushed elements at last position
1292 * fixed bug that caused two activated toolbox buttons in level editor
1293 * fixed bug with exploding dynabomb under player due to other explosion
1296 * fixed bug with creating walkable custom element under player (again)
1297 * fixed bug with not copying explosion type when copying CEs in editor
1298 * fixed graphical bug when drawing player in setup menu (input devices)
1299 * fixed graphical bug when the player is pushing an accessible element
1300 * fixed bug with classic switchable elements triggering CE changes
1301 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1302 * fixed crash bug when CE leaves behind the trigger player element
1305 * fixed bug with broken tubes after placing/exploding dynamite in them
1306 * fixed bug with exploding dynamite under player due to other explosion
1307 * fixed bug with not resetting push delay under certain circumstances
1310 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1311 * added network multiplayer code for Windows (thanks to Niko Böhm)
1314 * added option "reachable despite gravity" for gravity movement
1315 * changed gravity movement of most classic walkable and passable
1316 elements back to "not reachable" (for compatibility reasons)
1319 * fixed (removed) "indestructible" / "can explode" dependency in editor
1320 * fixed (removed) "accessible inside" / "protected" dependency
1321 * fixed (removed) "step mode" / "shield time" dependency
1324 * fixed dynabombs exploding now into anything diggable
1325 * fixed Supaplex style gravity movement into buggy base now impossible
1326 * added pressing key "space" as valid action to select menu options
1329 * added "replace when walkable" to relocate player to walkable element
1330 * added "enter"/"leave" event for elements affected by relocation
1331 * fixed "direct"/"indirect" change order also for "when change" event
1332 * fixed graphical bug when pushing things from elements walkable inside
1335 * fixed graphic bug when player is snapping while moving in old levels
1336 * fixed bug when a moving custom element leaves a player element behind
1337 * fixed bug with mole not disappearing when moving into acid pool
1338 * fixed bug with incomplete path setting when using "--basepath" option
1339 * moving CE can now leave walkable elements behind under the player
1340 * when relocating, player can be set on walkable element now
1341 * fixed another gravity movement bug
1344 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1347 * added "collectible" and "removable" to extended replacement types
1348 (where "removable" replaces "diggable" and "collectible" elements)
1349 * added "collectible & throwable" (to throw element to the next field)
1350 * fixed bug with CEs digging elements that are just about to explode
1351 * changed mouse cursor now always being visible when game is paused
1354 * added possibility to push/press accessible elements from a side that
1356 * fixed bug with not setting actual date when appending to tape
1359 * fixed bug with incorrectly initialized custom element editor graphics
1362 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1363 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1366 * fixed bug with destroyed robot wheel still attracting robots forever
1367 * fixed bug with time gate switch deactivating after robot wheel time
1368 (while the time gate itself is not affected by this misbehaviour)
1369 * changed behaviour of BD style amoeba to always get blocked by player
1370 (before it was different when there were non-BD elements in level)
1371 * fixed bug with player destroying indestructable elements with shield
1374 * added option to make growing elements grow into anything diggable
1375 (for the various amoeba types, biomaze and "game of life")
1378 * fixed bug with movable elements not moving after left behind by CEs
1379 * changed gravity movement to anything diggable, not only sand/base
1380 * optionally allowing passing to walkable element, not only empty space
1381 * added option "can pass to walkable element" for players
1382 * finally fixed gravity movement (hopefully)
1385 * fixed bug with movable elements not moving anymore after falling down
1388 * fixed another bug with custom elements digging and leaving elements
1389 * fixed bug with "along left/right side" and automatic start direction
1390 * trigger elements now also displayed when "more custom" deactivated
1391 * fixed bug with clipboard element initialized when loading new level
1392 * added option "drop delay" to set delay before dropping next element
1395 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1398 * added copy and paste functions for custom change pages
1399 * enhanced graphical display and functionality of tape recorder
1400 * fixed bug with custom elements digging and leaving elements
1403 * added move speed faster than "very fast" for custom elements
1404 * fixed bug with 3+3 style explosions and missing border content
1405 * fixed little bug when copying custom elements in the editor
1406 * enhanced custom element changes by more side trigger actions
1409 * added option "no scrolling when relocating" for instant teleporting
1410 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1413 * added trigger element and trigger player to use as target elements
1414 * added copy and paste functions for custom and group elements
1417 * fixed graphical bug when displaying explosion animations
1418 * fixed bug when appending to tapes, resulting in broken tapes
1419 * re-recorded a few tapes broken by fixing gravity checking bug
1422 * "can move into acid" property now for all elements independently
1423 * "can fall into acid" property for player stored in same bitfield now
1424 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1425 * version number set to 3.1.0 (finally!)
1428 * changed tape recording to only record input, not programmed actions
1431 * fixed totally broken (every 8th frame skipped) step-by-step recording
1432 * fixed bug with requester not displayed when quick-loading interrupted
1433 * added option "can fall into acid (with gravity)" for players
1434 * fixed bug with player not falling when snapping down with gravity
1437 * fixed bug which messed up key config when using keypad number keys
1440 * fixed bug which allowed moving upwards even when gravity was active
1441 * fixed bug with missing error handling when dumping levels or tapes
1444 * added different colored editor graphics for Supaplex gravity tubes
1447 * fixed bug that allowed solvable tapes for unsolvable levels
1450 * use unlimited number of droppable elements when "count" set to zero
1451 * added option to use step limit instead of time limit for level
1454 * added player and change page as trigger for custom element change
1457 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1460 * fixed bug with dark yamyam changing to acid when moving over acid
1461 * fixed handling of levels with more than 999 seconds level time
1462 (example: level 76 of "Denmine")
1465 * "spring push bug" reintroduced as configurable element property
1466 * fixed bug with missing properties for "mole"
1467 * fixed bug that showed up when fixing the above "mole" properties bug
1468 * added option "can move into acid" for all movable elements
1469 * fixed graphical bug for elements moving into acid
1470 * changed event handling to handle all pending events before going on
1473 * fixed bug which caused all CE change pages to be ignored which had
1474 the same change event, but used a different element side
1475 (reported by Simon Forsberg)
1477 * fixed bug which caused elements that can move and fall and that are
1478 transported by a conveyor belt to continue moving into that direction
1479 after leaving the conveyor belt, regardless of their own movement
1480 type; only elements which can not move are transported now
1481 (reported by Simon Forsberg)
1483 * fixed bug which could cause an array overflow in RelocatePlayer()
1484 (reported by Niko Böhm)
1486 * changed Emerald Mine style "passable / over" elements to "protected"
1487 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1489 * added new option to select from which side a "walkable/passable"
1490 element can be entered
1493 * added explosion and ignition delay for elements that can explode
1496 * fixed bug which caused player not being protected against enemies
1497 when a CE was "walkable / inside" and was not "indestructible"
1498 * added "walkable/passable" fields to be "protected/unprotected"
1499 against enemies, even if not accessible "inside" but "over/under"
1502 * corrected move pattern to 32 bit and initial move direction to 8 bit
1505 * added second custom element base configuration page
1508 * added some special EMC mappings to Emerald Mine level loader
1509 (also covering previously unknown element in level 0 of "Bondmine 8")
1512 * added option to block last field when player is moving (for Supaplex)
1513 * adjusted push delay of Supaplex elements
1514 * removed delays for envelopes etc. when replaying with maximum speed
1515 * fixed bug when dropping element on a field that just changed to empty
1518 * fixed bug: infotrons can now smash yellow disks
1519 * fixed bug: when gravity active, port above player can now be entered
1520 * removed "one white dot" mouse pointer which irritated some people
1523 * added "choice type" for group element selection
1526 * fixed bug with initial invulnerability of non-yellow player
1529 * added level loader for loading native Supaplex packed levels
1530 (including multi-part levels like the "splvls99" levels)
1533 * fixed bug which allowed creating emeralds by escaping explosions
1536 * custom elements can change (limited) or leave (unlimited) elements
1537 * finally added multiple matches using group elements
1538 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1541 * added new start movement type "previous" for continued CE movement
1542 * added new start movement type "random" for random CE movement start
1545 * added new element "sokoban_field_player" needed for Sokoban levels
1546 (thanks to Ed Booker for pointing this out!)
1549 * added elements that can be digged or left behind by custom elements
1552 * added group elements for multiple matches and random element creation
1555 * fixed some graphical errors displayed in old levels
1558 * fixed wrong double speed movement after passing closing gates
1561 * added level loader for loading native Emerald Mine levels
1564 * changes for "shooting" style CE movement
1567 * Happy New Year! ;-)
1570 * changed default snap/drop keys from left/right Shift to Control keys
1573 * fixed bug with dead player getting reanimated from custom element
1576 * fixed bug with wrong penguin graphics (when entering exit)
1579 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1582 * version number set to 3.0.9
1585 * version 3.0.8 released
1588 * added function checked_free()
1591 * fixed bug with double nut cracking sound
1592 (by eliminating "default element action sound" assignment in init.c)
1595 * fixed crash when no music info files are available
1598 * fixed boring and sleeping sounds
1601 * added "maze runner" and "maze hunter" movement types
1602 * added extended collision conditions for custom elements
1605 * added warnings for undefined token values in artwork config files
1608 * added menu entry for level set information to the info screen
1611 * fixed bug with wrong default impact sound for colored emeralds
1614 * added several sub-screens for the info screen
1615 * menu text now also clickable (not only blue/red sphere left of it)
1618 * added configurable "bored" and "sleeping" animations for the player
1619 * added "awakening" sound for player when waking up after sleeping
1622 * added "copy" and "exchange" functions for custom elements to editor
1625 * added configurable element animations for info screen
1628 * added configurable music credits for info screen
1631 * finally fixed tape recording when player is created from CE change
1634 * added "editorsetup.conf" for editor element list configuration
1637 * added "musicinfo.conf" for menu and level music configuration
1640 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1641 (that only showed up on Linux, but not on Windows systems)
1644 * fixed turning movement of butterflies and fireflies (no frame reset)
1645 * enhanced sniksnak turning movement (two steps instead of only one)
1648 * version number set to 3.0.8
1651 * version 3.0.7 released
1654 * fixed reset of player animation frame when, for example,
1655 walking, digging or collecting share the same animation
1656 * fixed CE with "deadly when touching" exploding when touching amoeba
1659 * fixed tape recording when player is created from CE element change
1662 * introduced "turning..." action graphic for elements with move delay
1663 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1664 * added turning animations for bug, spaceship and sniksnak
1667 * prevent "extended" changed elements from delay change in same frame
1670 * fixed bug when pushing element that can move away to the side
1671 (like pushing falling elements, but now with moving elements)
1674 * finally fixed serious bug in code for delayed element pushing (again)
1677 * unavailable setup options now marked as "n/a" instead of "off"
1678 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1679 to "true", levels are always played with the latest game engine,
1680 which is desired for levels that are imported from other games; all
1681 other levels are played with the engine version stored in level file
1682 (which is normally the engine version the level was created with)
1685 * fixed serious bug in code for delayed element pushing
1686 * fixed little bug in animation frame selection for pushed elements
1687 * speed-up of reading config file for verbose output
1690 * added configuration option for opening and closing Supaplex exit
1691 * added configuration option for moving up/down animation for Murphy
1692 * fixed incorrectly displayed animation for attacking dragon
1693 * fixed bug with not setting initial gravity for each new game
1694 * fixed bug with teleportation of player by custom element change
1695 * fixed bug with player not getting smashed by rock sometimes
1698 * version number set to 3.0.7
1701 * version 3.0.6 released
1704 * added support for MP3 music for SDL version through SMPEG library
1707 * fixed bug when initializing font graphic structure
1708 * fixed bug with animation mode "pingpong" when using only 1 frame
1709 * fixed bug with extended change target introduced in 3.0.5
1710 * fixed bug where passing over moving element doubles player speed
1711 * fixed bug with elements continuing to move into push direction
1712 * fixed bug with duplicated player when dropping bomb with shield on
1713 * added "switching" event for custom elements ("pressing" only once)
1714 * fixed switching bug (resetting flag when not switching but not idle)
1717 * fixed element tokens for certain file elements with ".active" etc.
1720 * version number set to 3.0.6
1723 * version 3.0.5 released
1726 * now four envelope elements available
1727 * font, background, animation and sound for envelope now configurable
1728 * main menu doors opening/closing animation type now configurable
1731 * active/inactive sides configurable for custom element changes
1732 * new movement type "move when pushed" available for custom elements
1735 * fixed bug in multiple config pages loader code that caused crashes
1738 * enhanced (remaining low-resolution) Supaplex graphics
1741 * version number set to 3.0.5
1744 * version 3.0.4 released
1746 2003-09-12 src/tools.c
1747 * fixed bug in custom definition of crumbled element graphics
1749 2003-09-11 src/files.c
1750 * fixed bug in multiple config pages code that caused crashes
1753 * version number set to 3.0.4
1756 * version 3.0.3 released
1759 * added music to Supaplex classic level set
1761 2003-09-07 src/libgame/misc.c
1762 * added support for loading various music formats through SDL_mixer
1764 2003-09-06 (various source files)
1765 * fixed several nasty bugs that may have caused crashes on some systems
1766 * added envelope content which gets displayed when collecting envelope
1767 * added multiple change event pages for custom elements
1769 2003-08-24 src/game.c
1770 * fixed problem with player animation when snapping and moving
1772 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1773 * fixed problem with flickering when drawing toon animations
1775 2003-08-23 src/libgame/sdl.c
1776 * fixed problem with setting mouse cursor in SDL version in fullscreen
1778 2003-08-23 src/game.c
1779 * fixed bug (missing array boundary check) which could crash the game
1782 * version number set to 3.0.3
1785 * version 3.0.2 released
1787 2003-08-21 src/game.c
1788 * fixed bug with creating inaccessible elements at player position
1790 2003-08-20 src/init.c
1791 * fixed bug with not finding current level artwork directory
1793 2003-08-20 src/files.c
1794 * fixed bug with choosing wrong engine version when playing tapes
1795 * fixed bug with messing up custom element properties in 3.0.0 levels
1798 * version number set to 3.0.2
1801 * version 3.0.1 released
1803 2003-08-17 (no source files affected)
1804 * changed all "classic" PCX image files with 16 colors or less to
1805 256 color (8 bit) storage format, because the Allegro game library
1806 cannot handle PCX files with less than 256 colors (contributed
1807 graphics are not affected and might look wrong in the DOS version)
1809 2003-08-16 src/init.c
1810 * fixed bug which (for example) crashed the level editor when defining
1811 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1812 (only set to default) -- invalid graphics now set to default graphic
1814 2003-08-16 src/init.c
1815 * fixed graphical bug of player digging/collecting/snapping element
1816 when no corresponding graphic/animation is defined for this action,
1817 resulting in player being drawn as EL_EMPTY (which should only be
1818 done to elements being collected, but not to the player)
1820 2003-08-16 src/game.c
1821 * fixed small graphical bug of player not totally moving into exit
1823 2003-08-16 src/libgame/setup.c
1824 * fixed bug with wrong MS-DOS 8.3 filename conversion
1826 2003-08-16 src/tools.c
1827 * fixed bug with invisible mouse cursor when pressing ESC while playing
1829 2003-08-16 (various source files)
1830 * added another 128 custom elements (disabled in editor by default)
1832 2003-08-16 src/editor.c
1833 * fixed NULL string bug causing Solaris to crash in sprintf()
1835 2003-08-16 src/screen.c
1836 * fixed drawing over scrollbar on level selection with custom fonts
1838 2003-08-15 src/game.c
1839 * cleanup of simple sounds / loop sounds / music settings
1841 2003-08-08 (various source files)
1842 * added custom element property for dropping collected elements
1844 2003-08-08 src/conf_gfx.c
1845 * fixed bug with missing graphic for active red disk bomb
1847 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1848 * extended variable "level.gravity" to "level.initial_gravity" and
1849 "game.current_gravity" to prevent level setting from being changed
1850 by playing the level (keeping the runtime value after playing)
1852 * fixed graphics bug when digging element that has 'crumbled' graphic
1853 definition, but not 'diggable' graphic definition
1856 * version number set to 3.0.1
1859 * version 3.0.0 released
1862 * various bug fixes; among others:
1863 - fixed bug with pushing spring over empty space
1864 - fixed bug with leaving tube while placing dynamite
1865 - fixed bug with explosion of smashed penguins
1866 - allow Murphy player graphic in levels with non-Supaplex elements
1870 * I have forgotten to document changes for some time
1873 * pre-release version 2.2.0rc1 released
1876 * version number set to 2.1.2
1879 * version 2.1.1 released
1882 * version number set to 2.1.1
1885 * version 2.1.0 released
1888 * version number set to 2.1.0
1890 2002-04-03 to 2002-05-19 (various source files)
1891 * graphics, sounds and music now fully configurable
1892 * bug fixed that prevented walking through tubes when gravity on
1894 2002-04-02 src/events.c, src/editor.c
1895 * Make Escape key less aggressive when playing or when editing level.
1896 This can be configured as an option in the setup menu. (Default is
1897 "less aggressive" which means "ask user if something can be lost"
1898 when pressing the Escape key.)
1900 2002-04-02 src/screen.c
1901 * Added "graphics setup" screen.
1903 2002-04-01 src/screen.c
1904 * Changed "choose level" setup screen stuff to be more generic (to
1905 make it easier to add more "choose from generic tree" setup screens).
1907 2002-04-01 src/config.c, src/timestamp.h
1908 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1909 automatically gets created by "src/Makefile" and contains an actual
1910 compile-time timestamp to identify development versions of the game).
1912 2002-03-31 src/tape.c, src/events.c
1913 * Added quick game/tape save/load functions to tape stuff which can be
1914 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1915 loads previously recorded tape and directly goes into recording mode
1916 from the end of the tape (therefore appending to the tape).
1918 2002-03-31 src/tape.c
1919 * Added "index mark" function to tape recorder. When playing or
1920 recording, "eject" button changes to "index" button. Setting index
1921 mark is not yet implemented, but pressing index button when playing
1922 allows very quick advancing to end of tape (when normal playing),
1923 very fast forward mode (when playing with normal fast forward) or
1924 very fast reaching of "pause before end of tape" (when playing with
1925 "pause before end" playing mode).
1927 2002-03-30 src/cartoons.c
1928 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1930 2002-03-29 src/screen.c
1931 * Changed setup screen stuff to be more generic (to make it easier
1932 to add more setup screens).
1934 2002-03-23 src/main.c, src/main.h
1935 * Various changes due to the introduction of the new libgame files
1936 "setup.c" and "joystick.c".
1938 2002-03-23 src/files.c
1939 * Generic parts of "src/files.c" (mainly setup and level directory
1940 stuff) moved to new libgame file "src/libgame/setup.c".
1942 2002-03-23 src/joystick.c
1943 * File "src/joystick.c" moved to libgame source tree, with
1944 correspondig changes.
1946 2002-03-22 src/screens.c
1947 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1948 (Wrong level series information displayed when entering main group.)
1950 2002-03-22 src/editor.c
1951 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1953 2002-03-22 src/editor.c
1954 * Changed behaviour of "Escape" key in level editor to be more
1955 intuitive: When in "Element Properties" or "Level Info" mode,
1956 return to "Drawing Mode" instead of leaving the level editor.
1958 2002-03-21 src/game.c, src/editor.c, src/files.c
1959 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1960 gems (emeralds, diamonds, ...) slipping down from normal wall,
1961 steel wall and growing wall (as in E.M.C. style levels). Although
1962 the behaviour of contributed and private levels wasn't changed (due
1963 to the use of "level.game_version"; see previous entry), editing
1964 those levels will (of course) change the behaviour accordingly.
1966 This change seems a bit too hard after thinking about it, because
1967 the EM style behaviour is not the "expected" behaviour (gems would
1968 normally only slip down from "rounded" walls). Therefore this was
1969 now changed to an element property for gem style elements, with the
1970 default setting "off" (which means: no special EM style behaviour).
1971 To fix older converted levels, this flag is set to "on" for pre-2.0
1972 levels that are neither contributed nor private levels.
1974 2002-03-20 src/files.h
1975 * Corrected settings for "level.game_version" depending of level type.
1976 (Contributed and private levels always get played with game engine
1977 version they were created with, while converted levels always get
1978 played with the most recent version of the game engine, to let new
1979 corrections of the emulation behaviour take effect.)
1981 2002-03-20 src/main.h
1982 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1983 compiling the SDL version on some systems.
1984 Thanks to the several people who pointed this out.
1987 * Version number set to 2.0.2.
1990 * Version 2.0.1 released.
1992 2002-03-18 src/screens.c
1993 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1995 2002-03-18 src/files.c [src/libgame/misc.c]
1996 * Moved some common functions from src/files.c to src/libgame/misc.c.
1998 2002-03-18 src/files.c [src/libgame/misc.c]
1999 * Changed permissions for new directories and saved files (especially
2000 score files) according to suggestions of Debian users and mantainers.
2001 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2003 2002-03-17 src/files.c
2004 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2005 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2006 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2007 for levels and "TAPE" for tapes). Old "cookie" style format is
2008 still supported for reading. New level and tape files are written
2011 * New IFF chunk "VERS" contains version numbers for file and game
2012 (where "game version" is the version of the program that wrote the
2013 file, and "file version" is a version number to distinguish files
2014 with different format, for example after adding new features).
2016 2002-03-15 src/screen.c
2017 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2018 (Before, you heard a mixture of the in-game music and the
2019 hall-of-fame music.)
2021 2002-03-14 src/events.c
2022 * Function "DumpTape()" (files.c) now available by pressing 't' from
2023 main menu (when in DEBUG mode).
2025 2002-03-14 src/game.c
2026 * "GameWon()": When game was won playing a tape, now there is no delay
2027 raising the score and no corresponding sound is played.
2029 2002-03-14 src/files.c
2030 * Changed "LoadTape()" for real chunk support and also adjusted
2031 "SaveTape()" accordingly.
2033 2002-03-14 src/game.c, src/tape.c, src/files.c
2034 * Important changes to tape format: The old tape format stored all
2035 actions with a real effect with a corresponding delay between the
2036 stored actions. This had some major disadvantages (for example,
2037 push delays had to be ignored, pressing a button for some seconds
2038 mutated to several single button presses because of the non-action
2039 delays between two action frames etc.). The new tape format just
2040 stupidly records all device actions and replays them later. I really
2041 don't know why I haven't solved it that way before?! Old-style tapes
2042 (with tape file version less than 2.0) get converted to the new
2043 format on-the-fly when loading and can therefore still be played;
2044 only some minor parts of the old-style tape handling code was needed.
2045 (A perfect conversion is not possible, because there is information
2046 missing about the device actions between two action frames.)
2048 2002-03-14 src/files.c
2049 * New function "DumpTape()" to dump the contents of the current tape
2050 in a human readable format.
2052 2002-03-14 src/game.c
2053 * Small tape bug fixed: When automatically advancing to next level
2054 after a game was won, the tape from the previous level still was
2055 loaded as a tape for the new level.
2057 2002-03-14 src/tape.c
2058 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2059 tape, cartoons did not get completely removed because
2060 StopAnimation() was not called.
2062 2002-03-13 src/files.c
2063 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2064 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2065 size even when using 16-bit elements). Added new chunk "CNT2" for
2066 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2067 chunk even when content was 16-bit element). "CNT2" should now be
2068 able to store content for arbitrary elements (up to eight blocks of
2069 3 x 3 element arrays). All "CNT2" elements will always be stored as
2070 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2072 2002-03-13 src/files.c
2073 * Changed "LoadLevel()" for real chunk support.
2075 2002-03-12 src/game.c
2076 * Fixed problem (introduced after 2.0.0 release) with penguins
2077 not getting killed by enemies
2079 2002-02-24 src/game.c, src/main.h
2080 * Added "player->is_moving"; now "player->last_move_dir" does
2081 not contain any information if the player is just moving at
2083 Before, "player->last_move_dir" was misused for this purpose
2084 for the robot stuff (robots don't kill players when they are
2085 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2086 broke tapes when walking through pipes!
2087 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2088 in a continuous movement. This fact is ignored for friends and