2 * fixed bug with "gray" white door not being uncovered by magnifier
3 * added score for collecting (any) key to the white key config page
6 * added condition "deadly when <getting hit by>" for custom elements
7 that behaves a bit like the existing "deadly when <colliding with>",
8 but with the following differences:
9 - it only kills players or friends when it was moving before it hits
10 - it does not kill players or friends that try to run into it
13 * fixed the following change conditions where a player element is used
14 as the "element that is triggering the custom element change":
17 - explosion of <element>
19 (the last two conditions already worked partially, but only for the
20 first player, and not for the "Murphy" player when using "move of")
23 * fixed crash bug caused by accessing invalid element (with value -1)
24 in UpdateGameControlValues()
25 * fixed graphical bug when using two-tile movement animations with EMC
26 game engine without explicitly using native EMC graphics engine
29 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
30 try to push something (due to push delay) does not cause a dig action
33 * fixed bug with reference elements used as trigger elements on custom
34 element change pages not being recognized
35 * fixed bug with reference elements not being removed from the playfield
36 * added engine functionality that allows custom elements that "can dig"
37 other elements not only to do so when moving by themselves, but also
38 when being pushed by the player (therefore adding the functionality to
39 push one element over another element, replacing it with the new one)
42 * added command line function to write level sketch images to directory
45 * merged override and auto-override options into new override options
46 with a new data type than can take the values "no", "yes" and "auto"
49 * fixed growing steel wall to also leave behind steel wall instead of
50 normal, destructible wall
51 * fixed handling of rocks falling through stacks of quicksand with
52 different speed (before, the rocks just got stuck in the quicksand)
55 * fixed nasty bug with auto-override and normal override not working on
56 program startup (especially when current level set has custom artwork)
59 * version 3.2.5 released as special edition "R'n'D jue"
62 * fixed X11 crash bug when blitting masked title screens over background
65 * changed build system to support special editions (like "R'n'D jue")
66 * added (hardcoded) loading graphics for "R'n'D jue" special edition
67 * fixed X11 crash bug when scaling images with width/height less than 32
70 * added "background.PLAYING" (only visible as two-pixel border in game)
71 * added default level set for first start of special R'n'D version
72 * changed door animations for editor always behaving like "quick doors"
75 * added new custom artwork setup option "auto-override non-CE sets" for
76 automatic artwork override that is only used for level sets without
77 custom element artwork (as it does not make much sense to override
78 any artwork that redefines custom element artwork for sets using CEs)
79 * fixed default artwork for "special" R'n'D versions always using the
80 "classic" artwork as the base if base artwork is not explicitly
81 defined in "levelinfo.conf", regardless of different default artwork
82 used by the special R'n'D version -- this is needed because any such
83 custom artwork is designed using the "classic" artwork definitions as
84 the base (including menu definitions and screen positions etc., which
85 would otherwise be taken from the different special default artwork)
88 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
89 for both EMC and R'n'D graphics engine (heavy workarounds needed due
90 to massively broken handling of quicksand in R'n'D game engine)
91 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
92 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
95 * fixed small bug in toon drawing (introduced when fixing the crash bug)
98 * added graphics definition "game.panel.highscore" to display the
99 current levels current high score in the game panel
102 * version number set to 3.2.5
105 * version 3.2.4 released
108 * fixed crash bug in toon drawing functions for large step offset values
111 * fixed some problems with displaying game panel when quick-loading tape
114 * fixed (experimental only) redrawing of every tile per frame (even if
115 unneeded) for the extended (R'n'D based) EMC graphics engine
116 * added optimization to only calculate element count for panel display
117 if really needed (that is, if element count values defined on panel)
118 * fixed problem with special editor door redraw when entering main menu
121 * fixed bug with displaying background for title messages on info screen
122 * some code cleanup for the extended (R'n'D based) EMC graphics engine
125 * fixed bug with CE action "move player" always resulting in player 4
126 if there was a CE action with no trigger player (because the player
127 element was calculated by using log_2() from trigger player bits with
128 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
129 triggering player bit mask and handling all players in "move player"
130 * fixed bug when defined artwork cannot be found for artwork that has
131 default artwork cloned from other artwork (without default filename)
132 * added several fixes to the extended (R'n'D based) EMC graphics engine
135 * fixed broken editor copy and paste for custom elements between levels
138 * title messages are now also searched in graphics artwork directory;
139 those found in graphics directory have precendence over those found
140 in level directory -- this handles title messages stored in graphics
141 directories as part of the artwork set, just like title images; this
142 makes sense, as corresponding special font definitions for messages
143 are usually defined in the same graphics artwork directory, and also
144 because title images and title messages that are combined in a level
145 set introduction should usually not be separated when the level set
146 is used with a different artwork set (e.g. using "override graphics")
147 * fixed problem with door borders on main screen by first drawing doors
148 and then the corresponding border masks, but not vice versa
149 * fixed problem with artwork config entries using the value "[DEFAULT]";
150 this does not what one might expect, but sets the value to an invalid
151 value -- solution: simply ignore such entries, which results in this
152 value keeping its previous (real) default value (in general, entries
153 that should use their default value should just not be defined here)
154 * fixed problem with wrong fading area size from main menu to setup menu
157 * fixed problem with broken crumbled graphics after level set changes
158 when using R'n'D custom artwork with level sets using the EMC engine
161 * fixed invisible "joysticks deactivated ..." text on setup input screen
164 * added use of hashes created from static lists (element tokens, image
165 config, font tokens) to speed up lookup of configuration parameters
166 * fixed bug where element and graphic config token lookup was mixed up
169 * added "busy" animation when initializing program and loading artwork
170 * added initialization profiling for program startup (debugging only)
173 * fixed(?) very strange bug apparently triggered by memset() when code
174 was cross-compiled with MinGW cross-compiler for Windows XP platform
175 (this only happened when using SDL.dll also self-compiled with MinGW)
178 * added graphics engine directive "border.draw_masked_when_fading" that
179 enables/disables drawing of border mask over screen that is just faded
182 * fixed small problem with separate fading definition for game screen
185 * added additional configuration directives for setup screen draw offset
186 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
187 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
188 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
189 used to define draw offset on custom artwork selection screens and
190 "CHOOSE_OTHER" is used on all other list style selection screens, like
191 choosing game speed or screen mode for fullscreen mode)
192 * added additional configuration directives to define main menu buttons:
193 - menu.button_name and menu.button_name.active
194 - menu.button_levels and menu.button_levels.active
195 - menu.button_scores and menu.button_scores.active
196 - menu.button_editor and menu.button_editor.active
197 - menu.button_info and menu.button_info.active
198 - menu.button_game and menu.button_game.active
199 - menu.button_setup and menu.button_setup.active
200 - menu.button_quit and menu.button_quit.active
201 * added eight pure decoration graphic definitions for the game panel
204 * added support for accessing native Diamond Caves II level packages
205 * fixed displaying of game panel values for Emerald Mine game engine
206 * fixed displaying end-of-level time and score values on new game panel
209 * added game panel control to display arbitrary elements on game panel
210 * added game panel control to display custom element score (globally
211 unique for identical custom elements) either as value or as element
212 * added ".draw_masked" and ".draw_order" to game panel control drawing
215 * fixed some general bugs with handling of ".active" elements and fonts
218 * cleanup of game panel elements (some elements were not really needed)
219 * added displaying of gravity state (on/off) as new game panel control
220 * added animation for game panel elements (similar to game elements)
223 * added new pseudo game mode "PANEL" to define panel fonts and graphics
224 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
225 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
226 (else graphics would have to use ".PLAYING", which would be confusing)
227 * fixed bug when fading out to game screen with border mask defined
230 * added attribute ".tile_size" for element style game panel controls
233 * added <space> key as additional valid key to use for confirm requester
236 * improved menu fading, adding separate fading definitions for entering
237 and leaving a "content" screen (in general), and optional definitions
238 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
241 * added (currently invisible) setup option to define scroll delay value
242 * fixed small bug in priority handling when auto-detecting level start
243 position in levels without player element (but player from CE etc.)
244 * added option "game.forced_scroll_delay_value" to override user choice
245 of scroll delay value for certain level sets with "graphicsinfo.conf"
246 * replaced setup option "scroll delay: on/off" by new setup option that
247 directly allows selecting the desired scroll delay value from 0 to 8
250 * added displaying of most game panel control elements (not animated)
253 * added new configuration directives to display additional game engine
254 values on the game control panel, like the following examples:
255 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
256 - game.panel.penguins - number of penguins to rescue
257 - game.panel.level_name - level name of current level
260 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
263 * added new player option "no centering when relocating" for "invisible"
264 teleportations to level areas that look exactly the same, giving the
265 illusion that the player did not relocate at all (this was the default
266 since 3.2.3, but caused visual problems with room creation in "Zelda")
267 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
270 * improved menu fading, adding separate fading definitions for entering
271 and leaving a menu and for fading between menu and "content" screens
272 * fixed small bug with recognizing also ".font_xyz" style definitions
275 * improved menu fading, adding separate fading definitions for fading
276 between menu screens and fading between menu and "destination" screens
279 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
280 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
281 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
282 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
284 * improved title fading, allowing fading animation types "none", "fade"
285 and "crossfade" (including cross-fading of last title to main menu)
288 * added configurability of graphics, sounds and music for title screens,
289 which are separated into initial title screens (only shown once at
290 program startup) and title screens shown for a given level set; these
291 title screens can be composed of up to five title images and up to
292 five title text messages (each drawn using an optional background
293 image), also using background music and/or sounds; aspects like
294 background images, sounds and music of title screens can either be
295 defined generally (valid for all title screens) or specifically (and
296 therefore differently for each title screen) using these directives:
298 to define a background image, sound or music file for all screens:
299 - background.TITLE_INITIAL (for all title screens for game startup)
300 - background.TITLE (for all title screens for level sets)
302 to define a background image, sound or music file for a single screen:
303 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
304 - background.titlescreen_x (with x in 1,2,3,4,5)
305 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
306 - background.titlemessage_x (with x in 1,2,3,4,5)
308 to define the title screen images:
309 - titlescreen_initial_x (with x in 1,2,3,4,5)
310 - titlescreen_x (with x in 1,2,3,4,5)
312 to define the title text messages, place text files into the level set
313 directory that have the following file names:
314 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
315 - titlemessage_x.txt (with x in 1,2,3,4,5)
317 to define the properties of the text messages, either use directives
318 that affect all text messages:
319 - [titlemessage_initial].<suffix>
320 - [titlemessage].<suffix>
321 or use directives that affect single text messages:
322 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
323 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
325 valid values for <suffix> are the same as for readme.<suffix> below;
326 use ".sort_priority" (default: 0) to define an arbitrary order for
327 title images and title messages (which can therefore be mixed)
330 * added full configurability of "readme.txt" screen appearance:
331 - readme.x: <left position used with alignment>
332 - readme.y: <top position>
333 - readme.width: <maximim text width in pixels>
334 - readme.height: <maximum text height in pixels>
335 - readme.chars: <maximum number of chars per line>
336 - readme.lines: <maximum number of lines displayed>
337 - readme.align: left,center,right (default: center)
338 - readme.top: top,middle,bottom (default: top)
339 - readme.font: font name
340 - readme.autowrap: true,false (default: true)
341 - readme.centered: true,false (default: false)
342 - readme.parse_comments: true,false (default: true)
343 - readme.sort_priority: (not used here, but only for title screens)
344 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
345 default), they are automatically determined from "readme.width" and
346 "readme.height" accordingly; when they are not "-1", they have
347 precedence over "readme.width" and "readme.height"
348 * added internal ad-hoc config settings for displaying text files like
349 title messages or "readme.txt" style level set info files:
350 - .font: font name (default: readme.font)
351 - .autowrap: true,false (default: readme.autowrap)
352 - .centered: true,false (default: readme.centered)
353 - .parse_comments: true,false (default: readme.parse_comments)
354 (the leading '.' and the separating ':' are mandatory here); to use
355 these ad-hoc settings, they have to be written inside a comment, like
356 "# .autowrap: false" or "# .centered: true"; these settings then
357 override the above global settings (they can even be used more than
358 once, like "# .centered: true", then some text that should be drawn
359 centered, then "# .centered: false" to go back to non-centered text;
360 important note: after using "# .parse_comments: false", or when using
361 "readme.parse_comments: false", detecting and parsing comments inside
362 the file is disabled and comments are just printed like normal text;
363 also be aware that all automatic text size calculations are done with
364 the font defined in "readme.font", while using different fonts using
365 "# .font: <font>" inside the text file may cause unexpected results
368 * changed some numerical limits in the level editor from 255 to 999
371 * added option "system.sdl_videodriver" to select SDL video driver
372 * added output of SDL video and audio driver to "version info" page
375 * added group element drawing to IntelliDraw drawing functions
376 * fixed animation resetting problem again (last try broke Snake Bite)
377 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
380 * added new (special) "include: <filename>" directive that works in all
381 configuration files (like "graphicsinfo.conf") and that has the same
382 effect as if that directive would be replaced with the content of the
383 specified file (this can be useful to split large configuration files
384 into several smaller ones and include them from one main file, or to
385 store configuration settings that always stay the same into a separate
386 file, while including it and only add those parts that really change)
389 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
392 * fixed bug in "InitMovingField()" where treating an integer array as
393 boolean caused wrong resetting of animations while elements are moving
394 * fixed problem with resetting animations when starting element change
397 * added sort priority for order of title screens and title messages
400 * changed end of game again: do not wait for the user to press a key
401 anymore, but directly ask/confirm tape saving and go to hall of fame
402 * re-enabled quitting of lost game by pressing space or return again
403 * added blanking of mouse pointer when displaying title screens
404 * added remaining menu draw offset definitions for info sub-screens
407 * added setup option to select game speed (from very slow to very fast)
408 * improved handling of title text messages (initial and for level set)
411 * added new options "auto-wrap" and "centered" for DC2 style envelopes
414 * fixed displaying and typing of player name when it is centered
415 * added special characters to be allowed for player name (not only A-Z)
418 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
419 (newer versions of the SDL library seem to not like this anymore)
422 * added code for configuration directives for control of game panel
425 * fixed small cosmetical bug with underlining property tabs in editor
428 * fixed small drawing bug in X11FadeRectangle
429 * added new elements for newly supported Diamond Caves II levels:
430 - EM/DC style exits that disappear after passing
431 - white key and gate (one white key needed for each white gate)
432 - fake gate (there is no key to open/pass this kind of gate!)
433 - extended magic wall which also handles pearls and crystals
437 * changed maximum value for endless loop detection to a higher value
438 (some levels really used very deep recursion without being endless)
441 * added new elements for newly supported Diamond Caves II levels:
442 - growing steel walls
443 - snappable land mine
446 * added new elements for newly supported Diamond Caves II levels:
447 - steel text elements
450 * added level file loader for native Diamond Caves II levels
453 * version number set to 3.2.4
456 * version 3.2.3 released
459 * fixed malloc/free bug when updating EMC artwork entries in level list
460 * added workaround (warning and request to quit the current game) when
461 changing elements cause endless recursion loop (which would otherwise
462 freeze the game, causing a crash-like program exit on some systems)
465 * fixed nasty string overflow bug when entering too long envelope text
468 * added feedback sounds for menu navigation "menu.item.activating" and
469 "menu.item.selecting" (for highlighting and executing menu entries)
472 * improved "no scrolling when relocating" to also consider scroll delay
473 (meaning that the player is not automatically centered in this case;
474 this makes it possible to "invisibly" relocate the player to a region
475 of the level playfield which looks the same as the old level region)
476 * fixed bug with not recognizing "main.input.name.align" when active
479 * fixed bug with displaying masked borders over title screens when
480 screen fading is disabled
483 * fixed infinite loop / crash bug when killing the player while having
484 a CE with the setting "kill player X when explosion of <player X>"
485 * added special editor graphic for "char_space" to distinguish it from
486 "empty_space" when editing a level (in-game graphics still the same)
489 * fixed nasty bug with initialization only done for the first player
492 * small change to handle loading empty element/content list micro chunks
495 * uploaded pre-release (test) version 3.2.3-0 binary and source code
498 * some optimizations on startup speed by reducing initial text output
501 * added caching of custom artwork information for faster startup times
504 * fixed graphical bug when using fewer menu entries on level selection
505 screen than usual (with "menu.list_size.LEVELS" directive)
506 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
507 the backbuffer to the backbuffer by error (with identical rectangle)
510 * fixed bug when displaying titlescreen with size less than element tile
511 * fixed bug that caused elements with "change when digging <e>" event
512 to change for _every_ digged element, not only those specified in <e>
513 * fixed bug that caused impact style collision when dropping element one
514 tile over the player that can both fall down and smash players
515 * fixed bug that caused impact style collision when element changed to
516 falling/smashing element over the player immediately after movement
519 * fixed bug that allowed making engine snapshots from the level editor
522 * fixed bugs with player name and current level positions on main screen
525 * added configuration directives for control of title screens:
526 - "title.fade_delay" for fading time
527 - "title.post_delay" for pause between screens (when not crossfading)
528 - "title.auto_delay" to automatically continue after some time
529 these settings can each be overridden by specifying them with titles:
530 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
531 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
532 fading mode can also be specified:
533 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
534 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
535 default is using normal fading for menues and initial title screens,
536 while using cross-fading for level set title screens
537 * fixed bug with background not drawn in Hall of Fame after game was won
540 * added configuration directives for the remaining main menu items
543 * added additional configuration directives for info screen draw offset:
544 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
545 * added additional configuration directives for preview info text
546 * limited mouse wheel sensitive screen area to scrollable screen area
549 * added highlighted menu text entries to menu navigation when selected
552 * fixed bug that prevented player from correctly being created in the
553 top left corner by a custom element change in a level without player
554 * fixed bug that prevented player from being killed when indestructible,
555 non-walkable element is placed on player position by extended change
556 * added configurable menu button, text and input positions to main menu
559 * added page fading effects for remaining info sub-screens
560 * fixed small bug that caused some delays when answering door request
563 * added directives "border.draw_masked.*" for menu/playfield area and
564 door areas to display overlapping/masked borders from "global.border"
567 * fixed bug with CE with move speed "not moving" not being animated
568 * when changing player artwork by CE action, reset animation frame
571 * fixed bug with not unmapping main menu screen gadgets on other screens
572 * fixed bug with un-pausing a paused game by releasing still pressed key
573 * fixed bug with not redrawing screen when toggling to/from fullscreen
574 mode while fast reloading tape (without redrawing playfield contents)
575 * fixed bug with quick-saving tape snapshot despite answering with "no"
578 * version number set to 3.2.3
581 * version 3.2.2 released
584 * fixed bug with redrawing screen in fullscreen mode after quick tape
585 reloading when using the EMC game engine
586 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
589 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
592 * added engine snapshot functionality for instant tape reloading (this
593 only works for the last tape saved using "quick save", and does not
594 work across program restarts, because it completely works in memory)
597 * version number set to 3.2.2
600 * version 3.2.1 released
603 * fixed nasty bugs with handling error message file on Mac OS X systems
606 * general code cleanup (removing many annoying "#if 0" blocks etc.)
609 * fixed bug that caused broken tapes when manually appending to tapes
610 using the "pause before death" functionality, followed by recording
611 * added setup option to disable fading of screens for faster testing
614 * code cleanup of new fading functions
617 * changed behaviour after solved game -- do not immediately stop engine
618 * added some more smooth screen fadings (game start, hall of fame etc.)
621 * fixed bug with displaying pushed CE with value/score/delay anim_mode
624 * added configurable level preview position, tile size and dimensions
625 * added configurable game panel value positions (gems, time, score etc.)
628 * fixed small bug with time displayed incorrectly when collecting CEs
631 * fixed bug with bumpy scrolling with EM engine in double player mode
634 * added compatibility code to fix "Snake Bite" style levels that were
635 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
638 * fixed bug with scrollbars inside editor when using the Windows mouse
639 enhancement tool "True X-Mouse" (which injects key events to the event
640 queue to insert selected stuff into the Windows clipboard, which gets
641 confused with the "Insert" key for jumping to the last editor cascade
642 block in the element list)
643 * added Rocks'n'Diamonds icon for use as window icon to SDL version
644 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
647 * added selection of preferred fullscreen mode to setup / graphics menu
648 (useful if default mode 800 x 600 does not match screen aspect ratio)
651 * improved down-scaling of images for better editor and preview graphics
652 * changed user data directory for Mac OS X from Unix style to new place
655 * improved level number selection in main menu and player selection in
656 setup menu (input devices section) by using standard button gadgets
657 * added support for mouse scroll wheel (caused buggy behaviour before)
658 * added support for scrolling horizontal scrollbars with mouse wheel by
659 holding "Shift" key pressed while scrolling the wheel
660 * added support for single step mouse wheel scrolling by holding "Alt"
661 key pressed while scrolling the wheel (can be combined with "Shift")
662 * changed output file "stderr.txt" on Windows platform now always to be
663 created in the R'n'D sub-directory of the personal documents directory
664 * added Windows message box to direct to "stderr.txt" after error aborts
667 * improved general scrollbar handling (when jump-scrolling scrollbars)
670 * changed scrollbars to always show last line as first after scrolling
671 (that means jumping n - 1 screen lines instead of n screen lines)
674 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
675 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
676 * fixed special handling of vertically stacked acid becoming fake acid
679 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
680 affect multiple instances of the same CE, although this kind of
681 change condition usually only affects one single custom element
684 * version number set to 3.2.1
687 * version 3.2.0 released
690 * reorganized level editor element list a bit to match engines better
693 * fixed newly introduced bug with wrongly initializing clipboard element
696 * fixed bug with displaying visible/invisible level border in editor
699 * reorganized some elements in the level editor element list
702 * fixed bug with displaying any player as "yellow" when moving into acid
703 * fixed bug with displaying running player when player stopped at border
706 * fixed bug with player exploding when moving into acid
707 * fixed bug with level settings being reset in editor and when playing
708 (some compatibility settings being set not only after level loading)
709 * fixed crash bug when number of custom graphic frames was set to zero
710 * fixed bug with teleporting player on walkable tile not working anymore
711 * added partial compatibility support for pre-release-only "CONF" chunk
712 (to make Alan Bond's "color cycle" demo work again :-) )
715 * fixed some bugs when displaying title screens from info screen menu
716 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
719 * changed file major version to 3 to reflect level file format changes
720 * uploaded pre-release (test) version 3.2.0-8 binary and source code
723 * added new chunk "NAME" to level file format for level name settings
724 * added new chunk "NOTE" to level file format for envelope settings
725 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
726 * updated magic(5) file to recognize changed and new level file chunks
727 * removed change events "change when CE value/score changes" as unneeded
730 * changed gravity (which only affects the player) from level property
731 to player property (only makes a difference in multi-player levels)
732 * added change events "change when CE value/score changes"
733 * added change events "change when CE value/score changes of <element>"
736 * added new chunk "INFO" to level file format for global level settings
737 * added all element settings from "HEAD" chunk to "CONF" chunk
738 * added all global level settings from "HEAD" chunk to "INFO" chunk
741 * changed level file format by adding two new chunks "CUSX" (for custom
742 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
743 elements, replacing the previous "GRP1" chunk); these new IFF style
744 chunks use the new and flexible "micro chunks inside chunks" technique
745 already used with the new "CONF" chunk (for normal element properties)
746 which makes it possible to easily extend the existing level format
747 (instead of using fixed-length chunks like before, which are either
748 too big due to reserved bytes for future use, or too small when those
749 reserved bytes have all been used and even more data should be stored,
750 requiring the replacement by new and larger chunks just like it went
751 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
754 * added credits pages to the "credits" section that were really missing
755 * added some missing element descriptions to the level editor
756 * added down position of switchgate switch to the level editor
757 and allowed the use of both switch positions at the same time
758 * changed use of "Insert" and "Delete" keys to navigate element list in
759 level editor to start of previous or next cascading block of elements
762 * added the possibility to view the title screen to the info screen menu
763 * fixed some minor bugs with viewing title screens
766 * fixed bug with title (cross)fading in/out when using fullscreen mode
769 * fixed bug that forced re-defining of menu settings in local graphics
770 config file which are already defined in existing base config file
771 * fixed small bug that caused door sounds playing when music is enabled
774 * added the possibility to define up to five title screens for each
775 level set that are displayed after loading using (cross)fading in/out
776 (this was added to display the various start images of the EMC sets)
779 * added "CE score gets zero [of]" to custom element trigger conditions
780 * added setup option to display element token name in level editor
783 * added compatibility code for Juergen Bonhagen's menu artwork settings
786 * fixed bug with displaying wrong animation frame 0 after CE changes
787 * fixed bug with creating invisible elements when light switch is on
790 * added selection between ECS and AGA graphics for EMC levels to setup
793 * adjusted font handling for various narrow EMC style fonts
796 * changed EM engine behaviour back to re-allow initial rolling springs
799 * fixed handling of over-large selectboxes (less error-prone now)
800 * fixed bug when creating GE with walkable element under the player
803 * added use of "Insert" and "Delete" keys to navigate element list in
804 level editor to start of custom elements or start of group elements
805 * added virtual elements to access CE value and CE score of elements:
806 - "CE value of triggering element"
807 - "CE score of triggering element"
808 - "CE value of current element"
809 - "CE score of current element"
812 * fixed "grass" to "sand" in older EM levels (up to file version V4)
815 * changed behaviour of network games with internal errors (because of
816 different client frame counters) from immediately terminating R'n'D
817 to displaying an error message requester and stopping only the game
818 (also to prevent impression of crashes under non command-line runs)
819 * fixed playing network games with the EMC engine (did not work before)
820 * fixed bug with not scrolling the screen in multi-player mode with the
821 focus on player 1 when all players are moving in different directions
822 * fixed bug with keeping pointer to gadget even after its deallocation
823 * fixed bug with allowing "focus on all players" in network games
824 * fixed bug with player focus when playing tapes from network games
827 * uploaded pre-release (test) version 3.2.0-7 binary and source code
830 * code cleanup for game action control for R'n'D and EMC game engine
833 * fixed bug in multi-player movement with focus on both players
834 * added option to control only the focussed player with all input
837 * added player focus switching to level tape recording and re-playing
840 * fixed some bugs in player focus switching in EMC and RND game engine
843 * added special Supaplex animations for Murphy digging and snapping
844 * added special Supaplex animations for Murphy being bored and sleeping
847 * added four new yam yams with explicit start direction for EMC engine
848 * fixed bug in src/libgame/text.c with printing text outside the window
851 * fixed small bug in EMC level loader (copyright sign in EM II levels)
854 * added delayed ignition of EM style dynamite when used in R'n'D engine
855 * added limited movement range to EMC engine when focus on all players
858 * fixed bug with missing (zero) score values for native Supaplex levels
861 * added "continuous snapping" (snapping many elements while holding the
862 snap key pressed, without releasing the snap key after each element)
863 as a new player setting for more compatibility with the classic games
866 * finished scrolling for "focus on all players" in EMC graphics engine
869 * level sets with "levels: 0" are ignored for levels, but not artwork
870 * fixed bug when scanning empty level group directories (endless loop)
873 * fixed bug with explosion graphic for player using "Murphy" graphic
874 * fixed bug with explosion graphic if player leaves explosion in time
875 * changed some descriptive text in setup menu to use medium-width font
876 * added key shortcut settings for switching player focus to setup menu
879 * fixed bug with random value initialization when recording tapes
880 * fixed bug with playing single player tapes when team mode activated
883 * fixed little bug when trying to switch to player that does not exist
886 * added player switching (visual and quick) to R'n'D and EM game engine
887 * added setup option to select visual or quick in-game player switching
890 * added use of "Home" and "End" keys to handle element list in editor
893 * fixed bug with adding score when playing tape with EMC game engine
894 * added steel wall border for levels using EMC engine without border
895 * finally fixed delayed scrolling in EMC engine also for small levels
898 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
901 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
902 * fixed bug when displaying info element without action, but direction
905 * fixed minor graphical problems with springs smashing and slurping
906 (when using R'n'D style graphics instead of EMC style graphics)
909 * added scroll delay (as configured in setup) to EMC graphics engine
912 * improved screen redraw for EMC graphics engine (faster and smoother)
913 * when not scrolling, do not redraw the whole playfield if not needed
916 * added multi-player mode for EMC game engine (with up to four players)
919 * added android (can clone elements) from EMC engine to R'n'D engine
922 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
925 * added selectbox for initial player speed to player settings in editor
928 * version 3.1.2 created that is basically version 3.1.1, but with a
929 major bug fixed that prevented editing your own private levels
930 * version 3.1.2 released
933 * added magic ball (creates elements) from EMC engine to R'n'D engine
936 * uploaded fixed pre-release version 3.2.0-6 binary and source code
939 * fixed bug when using "CE can leave behind <trigger element>"
940 * added new change condition "(after/when) creation of <element>"
941 * added new change condition "(after/when) digging <element>"
942 * fixed bug accessing invalid gadget that caused crashes under Windows
943 * deactivated new possibility for multiple CE changes per frame
946 * uploaded pre-release (test) version 3.2.0-6 binary and source code
949 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
950 * fixed bug with not keeping CE value for moving CEs with only action
951 * changed CE action selectboxes in editor to be only reset when needed
954 * added option "use artwork from element" for custom player artwork
955 * added option "use explosion from element" for player explosions
958 * added cascaded element lists in the level editor
959 * added persistence for cascaded element lists by "editorcascade.conf"
960 * added dynamic element list with all elements used in current level
961 * added possibility for multiple CE changes per frame (experimental)
964 * uploaded pre-release (test) version 3.2.0-5 binary and source code
967 * changed "score for each 10 seconds/steps left" to "1 second/step"
968 * added own score for collecting "extra time" instead of sharing it
969 * added change events "switched by player" and "player switches <e>"
970 * added change events "snapped by player" and "player snaps <e>"
971 * added "set player artwork: <element choice>" to CE action options
972 * added change event "move of <element>"
975 * added "set player shield: off / normal / deadly" to CE action options
976 * added new player option "use level start element" in level editor
977 to set the correct focus at level start to elements from which the
978 player is created later (this did not work before for cascaded CE
979 changes resulting in creation of the player; it is now also possible
980 to create the player from a yam yam which is smashed at level start)
983 * added "set player speed: frozen (not moving)" to CE action options
984 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
987 * added new player option "block snap field" (enabled by default) to
988 make it possible to show a snapping animation like in Emerald Mine
991 * added dynamic selectboxes to custom element action settings in editor
992 * added "CE value" counter for custom elements (instead of "CE count")
993 * added option to use the last "CE value" after custom element change
994 * added option to use the "CE value" of other elements in CE actions
995 * fixed odd behaviour when pressing time orb in levels w/o time limit
996 * added checkbox "use time orb bug" for older levels that use this bug
999 * added missing configuration settings for the following elements:
1000 - EL_TIMEGATE_SWITCH (time of open time gate)
1001 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1002 - EL_SHIELD_NORMAL (time of shield duration)
1003 - EL_SHIELD_DEADLY (time of shield duration)
1004 - EL_EXTRA_TIME (time added to level time)
1005 - EL_TIME_ORB_FULL (time added to level time)
1008 * added "wind direction" as a movement pattern for custom elements
1009 * added initial wind direction for balloon / custom elements to editor
1010 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1013 * added parameters for "game of life" and "biomaze" elements to editor
1016 * added level file chunk "CONF" for generic level and element settings
1019 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1022 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1023 * added sound action ".page[1]" to ".page[32]" for each CE change page
1026 * added image config suffix ".clone_from" to copy whole image settings
1027 * fixed bug with invalid ("undefined") CE settings in old level files
1030 * fixed graphical bug with smashing elements falling faster than player
1033 * fixed major bug which prevented private levels from being edited
1034 * fixed bug with precedence of general and special font definitions
1037 * fixed graphical bug with player animation when player moves slowly
1040 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1043 * fixed bug which prevented "global.num_toons: 0" from working
1046 * major code cleanup (removed all these annoying "#if 0" blocks)
1049 * added custom element actions for CE change page in level editor
1052 * fixed music initialization bug in init.c (thanks to David Binderman)
1053 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1054 (this bug must probably be fixed at other places, too)
1057 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1058 (should be '#include <SDL.h>' instead)
1061 * fixed bug which prevented "walkable from no direction" from working
1062 (due to compatibility code overwriting this setting after loading)
1065 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1068 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1069 * version 3.1.1 released
1072 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1073 on 64-bit architecture systems with LP64 data model
1076 * fixed bug with bombs not exploding when hitting the last level line
1077 (introduced after the release of 3.1.0)
1080 * added support for dumping small-sized level sketches from editor
1083 * added recognition of "trigger element" for "change digged element to"
1084 (this is not really what the "trigger element" was made for, but its
1085 use may seem obvious for leaving back digged elements unchanged)
1088 * fixed multiple warnings about failed joystick device initialization
1091 * fixed bug with dynamite dropped on top of just dropped custom element
1092 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1093 dynamite can still be dropped, but drop key must be released before
1096 * fixed bug with wrong start directory when started from file browser
1097 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1100 * fixed bug causing "change when impact" on player not working
1101 * fixed wrong priority of "hitting something" over "hitting <element>"
1102 * fixed wrong priority of "hit by something" over "hit by <element>"
1105 * fixed graphical bug which caused the player (being Murphy) to show
1106 collecting animations although the element was collected by penguin
1109 * fixed two bugs causing wrong door background graphics in system.c
1110 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1113 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1114 * added "no direction" to "walkable/passable from" selectbox options
1117 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1118 * in tape autoplay, not only report broken, but also missing tapes
1121 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1124 * fixed small bug with "linear" animation not working for active lamp
1127 * fixed bug with moving up despite gravity due to "block last field"
1128 * fixed small bug with wrong draw offset when typing name in main menu
1129 * when reading user names from "passwd", ignore data after first comma
1130 * when creating new "levelinfo.conf", only write some selected entries
1133 * fixed displaying "imported from/by" on preview with empty string
1134 * fixed ignoring draw offset for fonts used for level preview texts
1137 * fixed a delay problem with SDL and too many mouse motion events
1138 * added setup option "skip levels" and level skipping functionality
1141 * added move speed "not moving" for non-moving CEs, but with direction
1144 * fixed mapping of obsolete element token names in "editorsetup.conf"
1145 * fixed bug with sound "acid.splashing" treated as a loop sound
1146 * fixed some little sound bugs in native EM engine
1149 * fixed small bug when dragging scrollbars to end positions
1152 * added editor element descriptions written by Aaron Davidson
1155 * improved fallback handling when configured artwork is not available
1156 (now using default artwork instead of exiting when files not found)
1159 * fixed bug on level selection screen when dragging scrollbar
1162 * fixed bug which caused broken tapes when appending to EM engine tapes
1165 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1168 * added code to replace changed artwork config tokens with other tokens
1169 (needed for backwards compatibility, so that older tokens still work)
1172 * added native R'n'D graphics for some new EMC elements in EM engine
1175 * fixed some bugs in the EM engine integration code
1176 * changed EM engine code to allow diagonal movement
1177 * changed EM engine code to allow use of separate snap and drop keys
1180 * fixed some redraw bugs when using EM engine
1183 * fixed bug with not converting RND levels which are set to use native
1184 engine to native level structure when loading
1187 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1190 * version number set to 3.2.0
1193 * level data now reset to defaults after attempt to load invalid file
1196 * added use of "editorsetup.conf" for different level sets
1199 * added auto-detection for various types of Emerald Mine level files
1202 * fixed bug with scrollbars getting too small when list is very large
1205 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1208 * added most level editor configuration gadgets for new EMC elements
1211 * added more element and graphic definitions for new EMC elements
1214 * modified native EM engine to use integrated R'n'D sound system
1217 * added SDL support to graphics functions in native EM engine
1218 (by always using generic libgame interface functions)
1221 * fixed bug in frame synchronization in native EM engine
1224 * added code to convert levels between R'n'D and native EM engine
1227 * new Emerald Mine engine can now play levels selected in main menu
1230 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1231 (which creates scaled down graphics for level editor and preview);
1232 there's still a memory leak somewhere in the artwork handling code
1233 * added "scale image up" functionality to X11 version of zoom function
1236 * first attempts to integrate new, native Emerald Mine Club engine
1239 * fixed bug in gadget code which caused reset of CEs in level editor
1240 (example: pressing 'b' [grab brush] on CE config page erased values)
1241 (solution: check if gadgets in ClickOnGadget() are really mapped)
1242 * improved level change detection in editor (settings now also checked)
1243 * fixed bug with "can move into acid" and "don't collide with" state
1246 * fixed maze runner style CEs to use the configured move delay value
1249 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1252 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1253 * fixed the above fix because it broke level set "machine" (*sigh*)
1254 * fixed random element placement in level editor to work as expected
1255 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1258 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1261 * fixed bug (missing array boundary check) which caused broken tapes
1262 * fixed bug (when loading level template) which caused broken levels
1263 * fixed bug with new block last field code when using non-yellow player
1266 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1267 * internal change of how the player blocks the last field when moving
1268 * fixed blocking delay of last field for EM and SP style block delay
1269 * fixed bug where the player had to wait for the usual move delay after
1270 unsuccessfully trying to move, when he directly could move after that
1271 * the last two changes should make original Supaplex level 93 solvable
1272 * improved use of random number generator to make it less predictable
1273 * fixed behaviour of slippery SP elements to let slip left, then right
1276 * fixed bug with wrong door state after trying to quickload empty tape
1277 * fixed waste of static memory usage of the binary, making it smaller
1278 * fixed very little graphical bug in Supaplex explosion
1281 * version number set to 3.1.1
1284 * version 3.1.0 released
1287 * fixed bug with crash when writing user levelinfo.conf the first time
1290 * added option "convert LEVELDIR [NR]" to command line batch commands
1291 * re-converted Supaplex levels to apply latest engine fixes
1292 * changed "use graphic/sound of element" to "use graphic of element"
1293 due to compatibility problems with some levels ("bug machine" etc.)
1296 * fixed bug with CE change replacing player with same or other player
1299 * fixed bug with opaque font in envelope with background graphic when
1300 background graphic is not transparent itself
1303 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1304 * corrected original Supaplex level loading code to use these new ports
1305 * also corrected Supaplex loader to auto-count infotrons if set to zero
1308 * fixed bug with missing initialization of "modified" flag for GEs
1311 * fixed bug that caused endless recursion loop when relocating player
1312 * fixed tape recorder bug in "step mode" when using "pause before end"
1313 * fixed tape recorder bug when changing from "warp forward" mode
1316 * fixed bug with "when touching" for pushed elements at last position
1319 * fixed bug that caused two activated toolbox buttons in level editor
1320 * fixed bug with exploding dynabomb under player due to other explosion
1323 * fixed bug with creating walkable custom element under player (again)
1324 * fixed bug with not copying explosion type when copying CEs in editor
1325 * fixed graphical bug when drawing player in setup menu (input devices)
1326 * fixed graphical bug when the player is pushing an accessible element
1327 * fixed bug with classic switchable elements triggering CE changes
1328 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1329 * fixed crash bug when CE leaves behind the trigger player element
1332 * fixed bug with broken tubes after placing/exploding dynamite in them
1333 * fixed bug with exploding dynamite under player due to other explosion
1334 * fixed bug with not resetting push delay under certain circumstances
1337 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1338 * added network multiplayer code for Windows (thanks to Niko Böhm)
1341 * added option "reachable despite gravity" for gravity movement
1342 * changed gravity movement of most classic walkable and passable
1343 elements back to "not reachable" (for compatibility reasons)
1346 * fixed (removed) "indestructible" / "can explode" dependency in editor
1347 * fixed (removed) "accessible inside" / "protected" dependency
1348 * fixed (removed) "step mode" / "shield time" dependency
1351 * fixed dynabombs exploding now into anything diggable
1352 * fixed Supaplex style gravity movement into buggy base now impossible
1353 * added pressing key "space" as valid action to select menu options
1356 * added "replace when walkable" to relocate player to walkable element
1357 * added "enter"/"leave" event for elements affected by relocation
1358 * fixed "direct"/"indirect" change order also for "when change" event
1359 * fixed graphical bug when pushing things from elements walkable inside
1362 * fixed graphic bug when player is snapping while moving in old levels
1363 * fixed bug when a moving custom element leaves a player element behind
1364 * fixed bug with mole not disappearing when moving into acid pool
1365 * fixed bug with incomplete path setting when using "--basepath" option
1366 * moving CE can now leave walkable elements behind under the player
1367 * when relocating, player can be set on walkable element now
1368 * fixed another gravity movement bug
1371 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1374 * added "collectible" and "removable" to extended replacement types
1375 (where "removable" replaces "diggable" and "collectible" elements)
1376 * added "collectible & throwable" (to throw element to the next field)
1377 * fixed bug with CEs digging elements that are just about to explode
1378 * changed mouse cursor now always being visible when game is paused
1381 * added possibility to push/press accessible elements from a side that
1383 * fixed bug with not setting actual date when appending to tape
1386 * fixed bug with incorrectly initialized custom element editor graphics
1389 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1390 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1393 * fixed bug with destroyed robot wheel still attracting robots forever
1394 * fixed bug with time gate switch deactivating after robot wheel time
1395 (while the time gate itself is not affected by this misbehaviour)
1396 * changed behaviour of BD style amoeba to always get blocked by player
1397 (before it was different when there were non-BD elements in level)
1398 * fixed bug with player destroying indestructable elements with shield
1401 * added option to make growing elements grow into anything diggable
1402 (for the various amoeba types, biomaze and "game of life")
1405 * fixed bug with movable elements not moving after left behind by CEs
1406 * changed gravity movement to anything diggable, not only sand/base
1407 * optionally allowing passing to walkable element, not only empty space
1408 * added option "can pass to walkable element" for players
1409 * finally fixed gravity movement (hopefully)
1412 * fixed bug with movable elements not moving anymore after falling down
1415 * fixed another bug with custom elements digging and leaving elements
1416 * fixed bug with "along left/right side" and automatic start direction
1417 * trigger elements now also displayed when "more custom" deactivated
1418 * fixed bug with clipboard element initialized when loading new level
1419 * added option "drop delay" to set delay before dropping next element
1422 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1425 * added copy and paste functions for custom change pages
1426 * enhanced graphical display and functionality of tape recorder
1427 * fixed bug with custom elements digging and leaving elements
1430 * added move speed faster than "very fast" for custom elements
1431 * fixed bug with 3+3 style explosions and missing border content
1432 * fixed little bug when copying custom elements in the editor
1433 * enhanced custom element changes by more side trigger actions
1436 * added option "no scrolling when relocating" for instant teleporting
1437 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1440 * added trigger element and trigger player to use as target elements
1441 * added copy and paste functions for custom and group elements
1444 * fixed graphical bug when displaying explosion animations
1445 * fixed bug when appending to tapes, resulting in broken tapes
1446 * re-recorded a few tapes broken by fixing gravity checking bug
1449 * "can move into acid" property now for all elements independently
1450 * "can fall into acid" property for player stored in same bitfield now
1451 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1452 * version number set to 3.1.0 (finally!)
1455 * changed tape recording to only record input, not programmed actions
1458 * fixed totally broken (every 8th frame skipped) step-by-step recording
1459 * fixed bug with requester not displayed when quick-loading interrupted
1460 * added option "can fall into acid (with gravity)" for players
1461 * fixed bug with player not falling when snapping down with gravity
1464 * fixed bug which messed up key config when using keypad number keys
1467 * fixed bug which allowed moving upwards even when gravity was active
1468 * fixed bug with missing error handling when dumping levels or tapes
1471 * added different colored editor graphics for Supaplex gravity tubes
1474 * fixed bug that allowed solvable tapes for unsolvable levels
1477 * use unlimited number of droppable elements when "count" set to zero
1478 * added option to use step limit instead of time limit for level
1481 * added player and change page as trigger for custom element change
1484 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1487 * fixed bug with dark yamyam changing to acid when moving over acid
1488 * fixed handling of levels with more than 999 seconds level time
1489 (example: level 76 of "Denmine")
1492 * "spring push bug" reintroduced as configurable element property
1493 * fixed bug with missing properties for "mole"
1494 * fixed bug that showed up when fixing the above "mole" properties bug
1495 * added option "can move into acid" for all movable elements
1496 * fixed graphical bug for elements moving into acid
1497 * changed event handling to handle all pending events before going on
1500 * fixed bug which caused all CE change pages to be ignored which had
1501 the same change event, but used a different element side
1502 (reported by Simon Forsberg)
1504 * fixed bug which caused elements that can move and fall and that are
1505 transported by a conveyor belt to continue moving into that direction
1506 after leaving the conveyor belt, regardless of their own movement
1507 type; only elements which can not move are transported now
1508 (reported by Simon Forsberg)
1510 * fixed bug which could cause an array overflow in RelocatePlayer()
1511 (reported by Niko Böhm)
1513 * changed Emerald Mine style "passable / over" elements to "protected"
1514 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1516 * added new option to select from which side a "walkable/passable"
1517 element can be entered
1520 * added explosion and ignition delay for elements that can explode
1523 * fixed bug which caused player not being protected against enemies
1524 when a CE was "walkable / inside" and was not "indestructible"
1525 * added "walkable/passable" fields to be "protected/unprotected"
1526 against enemies, even if not accessible "inside" but "over/under"
1529 * corrected move pattern to 32 bit and initial move direction to 8 bit
1532 * added second custom element base configuration page
1535 * added some special EMC mappings to Emerald Mine level loader
1536 (also covering previously unknown element in level 0 of "Bondmine 8")
1539 * added option to block last field when player is moving (for Supaplex)
1540 * adjusted push delay of Supaplex elements
1541 * removed delays for envelopes etc. when replaying with maximum speed
1542 * fixed bug when dropping element on a field that just changed to empty
1545 * fixed bug: infotrons can now smash yellow disks
1546 * fixed bug: when gravity active, port above player can now be entered
1547 * removed "one white dot" mouse pointer which irritated some people
1550 * added "choice type" for group element selection
1553 * fixed bug with initial invulnerability of non-yellow player
1556 * added level loader for loading native Supaplex packed levels
1557 (including multi-part levels like the "splvls99" levels)
1560 * fixed bug which allowed creating emeralds by escaping explosions
1563 * custom elements can change (limited) or leave (unlimited) elements
1564 * finally added multiple matches using group elements
1565 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1568 * added new start movement type "previous" for continued CE movement
1569 * added new start movement type "random" for random CE movement start
1572 * added new element "sokoban_field_player" needed for Sokoban levels
1573 (thanks to Ed Booker for pointing this out!)
1576 * added elements that can be digged or left behind by custom elements
1579 * added group elements for multiple matches and random element creation
1582 * fixed some graphical errors displayed in old levels
1585 * fixed wrong double speed movement after passing closing gates
1588 * added level loader for loading native Emerald Mine levels
1591 * changes for "shooting" style CE movement
1594 * Happy New Year! ;-)
1597 * changed default snap/drop keys from left/right Shift to Control keys
1600 * fixed bug with dead player getting reanimated from custom element
1603 * fixed bug with wrong penguin graphics (when entering exit)
1606 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1609 * version number set to 3.0.9
1612 * version 3.0.8 released
1615 * added function checked_free()
1618 * fixed bug with double nut cracking sound
1619 (by eliminating "default element action sound" assignment in init.c)
1622 * fixed crash when no music info files are available
1625 * fixed boring and sleeping sounds
1628 * added "maze runner" and "maze hunter" movement types
1629 * added extended collision conditions for custom elements
1632 * added warnings for undefined token values in artwork config files
1635 * added menu entry for level set information to the info screen
1638 * fixed bug with wrong default impact sound for colored emeralds
1641 * added several sub-screens for the info screen
1642 * menu text now also clickable (not only blue/red sphere left of it)
1645 * added configurable "bored" and "sleeping" animations for the player
1646 * added "awakening" sound for player when waking up after sleeping
1649 * added "copy" and "exchange" functions for custom elements to editor
1652 * added configurable element animations for info screen
1655 * added configurable music credits for info screen
1658 * finally fixed tape recording when player is created from CE change
1661 * added "editorsetup.conf" for editor element list configuration
1664 * added "musicinfo.conf" for menu and level music configuration
1667 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1668 (that only showed up on Linux, but not on Windows systems)
1671 * fixed turning movement of butterflies and fireflies (no frame reset)
1672 * enhanced sniksnak turning movement (two steps instead of only one)
1675 * version number set to 3.0.8
1678 * version 3.0.7 released
1681 * fixed reset of player animation frame when, for example,
1682 walking, digging or collecting share the same animation
1683 * fixed CE with "deadly when touching" exploding when touching amoeba
1686 * fixed tape recording when player is created from CE element change
1689 * introduced "turning..." action graphic for elements with move delay
1690 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1691 * added turning animations for bug, spaceship and sniksnak
1694 * prevent "extended" changed elements from delay change in same frame
1697 * fixed bug when pushing element that can move away to the side
1698 (like pushing falling elements, but now with moving elements)
1701 * finally fixed serious bug in code for delayed element pushing (again)
1704 * unavailable setup options now marked as "n/a" instead of "off"
1705 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1706 to "true", levels are always played with the latest game engine,
1707 which is desired for levels that are imported from other games; all
1708 other levels are played with the engine version stored in level file
1709 (which is normally the engine version the level was created with)
1712 * fixed serious bug in code for delayed element pushing
1713 * fixed little bug in animation frame selection for pushed elements
1714 * speed-up of reading config file for verbose output
1717 * added configuration option for opening and closing Supaplex exit
1718 * added configuration option for moving up/down animation for Murphy
1719 * fixed incorrectly displayed animation for attacking dragon
1720 * fixed bug with not setting initial gravity for each new game
1721 * fixed bug with teleportation of player by custom element change
1722 * fixed bug with player not getting smashed by rock sometimes
1725 * version number set to 3.0.7
1728 * version 3.0.6 released
1731 * added support for MP3 music for SDL version through SMPEG library
1734 * fixed bug when initializing font graphic structure
1735 * fixed bug with animation mode "pingpong" when using only 1 frame
1736 * fixed bug with extended change target introduced in 3.0.5
1737 * fixed bug where passing over moving element doubles player speed
1738 * fixed bug with elements continuing to move into push direction
1739 * fixed bug with duplicated player when dropping bomb with shield on
1740 * added "switching" event for custom elements ("pressing" only once)
1741 * fixed switching bug (resetting flag when not switching but not idle)
1744 * fixed element tokens for certain file elements with ".active" etc.
1747 * version number set to 3.0.6
1750 * version 3.0.5 released
1753 * now four envelope elements available
1754 * font, background, animation and sound for envelope now configurable
1755 * main menu doors opening/closing animation type now configurable
1758 * active/inactive sides configurable for custom element changes
1759 * new movement type "move when pushed" available for custom elements
1762 * fixed bug in multiple config pages loader code that caused crashes
1765 * enhanced (remaining low-resolution) Supaplex graphics
1768 * version number set to 3.0.5
1771 * version 3.0.4 released
1773 2003-09-12 src/tools.c
1774 * fixed bug in custom definition of crumbled element graphics
1776 2003-09-11 src/files.c
1777 * fixed bug in multiple config pages code that caused crashes
1780 * version number set to 3.0.4
1783 * version 3.0.3 released
1786 * added music to Supaplex classic level set
1788 2003-09-07 src/libgame/misc.c
1789 * added support for loading various music formats through SDL_mixer
1791 2003-09-06 (various source files)
1792 * fixed several nasty bugs that may have caused crashes on some systems
1793 * added envelope content which gets displayed when collecting envelope
1794 * added multiple change event pages for custom elements
1796 2003-08-24 src/game.c
1797 * fixed problem with player animation when snapping and moving
1799 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1800 * fixed problem with flickering when drawing toon animations
1802 2003-08-23 src/libgame/sdl.c
1803 * fixed problem with setting mouse cursor in SDL version in fullscreen
1805 2003-08-23 src/game.c
1806 * fixed bug (missing array boundary check) which could crash the game
1809 * version number set to 3.0.3
1812 * version 3.0.2 released
1814 2003-08-21 src/game.c
1815 * fixed bug with creating inaccessible elements at player position
1817 2003-08-20 src/init.c
1818 * fixed bug with not finding current level artwork directory
1820 2003-08-20 src/files.c
1821 * fixed bug with choosing wrong engine version when playing tapes
1822 * fixed bug with messing up custom element properties in 3.0.0 levels
1825 * version number set to 3.0.2
1828 * version 3.0.1 released
1830 2003-08-17 (no source files affected)
1831 * changed all "classic" PCX image files with 16 colors or less to
1832 256 color (8 bit) storage format, because the Allegro game library
1833 cannot handle PCX files with less than 256 colors (contributed
1834 graphics are not affected and might look wrong in the DOS version)
1836 2003-08-16 src/init.c
1837 * fixed bug which (for example) crashed the level editor when defining
1838 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1839 (only set to default) -- invalid graphics now set to default graphic
1841 2003-08-16 src/init.c
1842 * fixed graphical bug of player digging/collecting/snapping element
1843 when no corresponding graphic/animation is defined for this action,
1844 resulting in player being drawn as EL_EMPTY (which should only be
1845 done to elements being collected, but not to the player)
1847 2003-08-16 src/game.c
1848 * fixed small graphical bug of player not totally moving into exit
1850 2003-08-16 src/libgame/setup.c
1851 * fixed bug with wrong MS-DOS 8.3 filename conversion
1853 2003-08-16 src/tools.c
1854 * fixed bug with invisible mouse cursor when pressing ESC while playing
1856 2003-08-16 (various source files)
1857 * added another 128 custom elements (disabled in editor by default)
1859 2003-08-16 src/editor.c
1860 * fixed NULL string bug causing Solaris to crash in sprintf()
1862 2003-08-16 src/screen.c
1863 * fixed drawing over scrollbar on level selection with custom fonts
1865 2003-08-15 src/game.c
1866 * cleanup of simple sounds / loop sounds / music settings
1868 2003-08-08 (various source files)
1869 * added custom element property for dropping collected elements
1871 2003-08-08 src/conf_gfx.c
1872 * fixed bug with missing graphic for active red disk bomb
1874 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1875 * extended variable "level.gravity" to "level.initial_gravity" and
1876 "game.current_gravity" to prevent level setting from being changed
1877 by playing the level (keeping the runtime value after playing)
1879 * fixed graphics bug when digging element that has 'crumbled' graphic
1880 definition, but not 'diggable' graphic definition
1883 * version number set to 3.0.1
1886 * version 3.0.0 released
1889 * various bug fixes; among others:
1890 - fixed bug with pushing spring over empty space
1891 - fixed bug with leaving tube while placing dynamite
1892 - fixed bug with explosion of smashed penguins
1893 - allow Murphy player graphic in levels with non-Supaplex elements
1897 * I have forgotten to document changes for some time
1900 * pre-release version 2.2.0rc1 released
1903 * version number set to 2.1.2
1906 * version 2.1.1 released
1909 * version number set to 2.1.1
1912 * version 2.1.0 released
1915 * version number set to 2.1.0
1917 2002-04-03 to 2002-05-19 (various source files)
1918 * graphics, sounds and music now fully configurable
1919 * bug fixed that prevented walking through tubes when gravity on
1921 2002-04-02 src/events.c, src/editor.c
1922 * Make Escape key less aggressive when playing or when editing level.
1923 This can be configured as an option in the setup menu. (Default is
1924 "less aggressive" which means "ask user if something can be lost"
1925 when pressing the Escape key.)
1927 2002-04-02 src/screen.c
1928 * Added "graphics setup" screen.
1930 2002-04-01 src/screen.c
1931 * Changed "choose level" setup screen stuff to be more generic (to
1932 make it easier to add more "choose from generic tree" setup screens).
1934 2002-04-01 src/config.c, src/timestamp.h
1935 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1936 automatically gets created by "src/Makefile" and contains an actual
1937 compile-time timestamp to identify development versions of the game).
1939 2002-03-31 src/tape.c, src/events.c
1940 * Added quick game/tape save/load functions to tape stuff which can be
1941 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1942 loads previously recorded tape and directly goes into recording mode
1943 from the end of the tape (therefore appending to the tape).
1945 2002-03-31 src/tape.c
1946 * Added "index mark" function to tape recorder. When playing or
1947 recording, "eject" button changes to "index" button. Setting index
1948 mark is not yet implemented, but pressing index button when playing
1949 allows very quick advancing to end of tape (when normal playing),
1950 very fast forward mode (when playing with normal fast forward) or
1951 very fast reaching of "pause before end of tape" (when playing with
1952 "pause before end" playing mode).
1954 2002-03-30 src/cartoons.c
1955 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1957 2002-03-29 src/screen.c
1958 * Changed setup screen stuff to be more generic (to make it easier
1959 to add more setup screens).
1961 2002-03-23 src/main.c, src/main.h
1962 * Various changes due to the introduction of the new libgame files
1963 "setup.c" and "joystick.c".
1965 2002-03-23 src/files.c
1966 * Generic parts of "src/files.c" (mainly setup and level directory
1967 stuff) moved to new libgame file "src/libgame/setup.c".
1969 2002-03-23 src/joystick.c
1970 * File "src/joystick.c" moved to libgame source tree, with
1971 correspondig changes.
1973 2002-03-22 src/screens.c
1974 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1975 (Wrong level series information displayed when entering main group.)
1977 2002-03-22 src/editor.c
1978 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1980 2002-03-22 src/editor.c
1981 * Changed behaviour of "Escape" key in level editor to be more
1982 intuitive: When in "Element Properties" or "Level Info" mode,
1983 return to "Drawing Mode" instead of leaving the level editor.
1985 2002-03-21 src/game.c, src/editor.c, src/files.c
1986 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1987 gems (emeralds, diamonds, ...) slipping down from normal wall,
1988 steel wall and growing wall (as in E.M.C. style levels). Although
1989 the behaviour of contributed and private levels wasn't changed (due
1990 to the use of "level.game_version"; see previous entry), editing
1991 those levels will (of course) change the behaviour accordingly.
1993 This change seems a bit too hard after thinking about it, because
1994 the EM style behaviour is not the "expected" behaviour (gems would
1995 normally only slip down from "rounded" walls). Therefore this was
1996 now changed to an element property for gem style elements, with the
1997 default setting "off" (which means: no special EM style behaviour).
1998 To fix older converted levels, this flag is set to "on" for pre-2.0
1999 levels that are neither contributed nor private levels.
2001 2002-03-20 src/files.h
2002 * Corrected settings for "level.game_version" depending of level type.
2003 (Contributed and private levels always get played with game engine
2004 version they were created with, while converted levels always get
2005 played with the most recent version of the game engine, to let new
2006 corrections of the emulation behaviour take effect.)
2008 2002-03-20 src/main.h
2009 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2010 compiling the SDL version on some systems.
2011 Thanks to the several people who pointed this out.
2014 * Version number set to 2.0.2.
2017 * Version 2.0.1 released.
2019 2002-03-18 src/screens.c
2020 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2022 2002-03-18 src/files.c [src/libgame/misc.c]
2023 * Moved some common functions from src/files.c to src/libgame/misc.c.
2025 2002-03-18 src/files.c [src/libgame/misc.c]
2026 * Changed permissions for new directories and saved files (especially
2027 score files) according to suggestions of Debian users and mantainers.
2028 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2030 2002-03-17 src/files.c
2031 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2032 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2033 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2034 for levels and "TAPE" for tapes). Old "cookie" style format is
2035 still supported for reading. New level and tape files are written
2038 * New IFF chunk "VERS" contains version numbers for file and game
2039 (where "game version" is the version of the program that wrote the
2040 file, and "file version" is a version number to distinguish files
2041 with different format, for example after adding new features).
2043 2002-03-15 src/screen.c
2044 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2045 (Before, you heard a mixture of the in-game music and the
2046 hall-of-fame music.)
2048 2002-03-14 src/events.c
2049 * Function "DumpTape()" (files.c) now available by pressing 't' from
2050 main menu (when in DEBUG mode).
2052 2002-03-14 src/game.c
2053 * "GameWon()": When game was won playing a tape, now there is no delay
2054 raising the score and no corresponding sound is played.
2056 2002-03-14 src/files.c
2057 * Changed "LoadTape()" for real chunk support and also adjusted
2058 "SaveTape()" accordingly.
2060 2002-03-14 src/game.c, src/tape.c, src/files.c
2061 * Important changes to tape format: The old tape format stored all
2062 actions with a real effect with a corresponding delay between the
2063 stored actions. This had some major disadvantages (for example,
2064 push delays had to be ignored, pressing a button for some seconds
2065 mutated to several single button presses because of the non-action
2066 delays between two action frames etc.). The new tape format just
2067 stupidly records all device actions and replays them later. I really
2068 don't know why I haven't solved it that way before?! Old-style tapes
2069 (with tape file version less than 2.0) get converted to the new
2070 format on-the-fly when loading and can therefore still be played;
2071 only some minor parts of the old-style tape handling code was needed.
2072 (A perfect conversion is not possible, because there is information
2073 missing about the device actions between two action frames.)
2075 2002-03-14 src/files.c
2076 * New function "DumpTape()" to dump the contents of the current tape
2077 in a human readable format.
2079 2002-03-14 src/game.c
2080 * Small tape bug fixed: When automatically advancing to next level
2081 after a game was won, the tape from the previous level still was
2082 loaded as a tape for the new level.
2084 2002-03-14 src/tape.c
2085 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2086 tape, cartoons did not get completely removed because
2087 StopAnimation() was not called.
2089 2002-03-13 src/files.c
2090 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2091 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2092 size even when using 16-bit elements). Added new chunk "CNT2" for
2093 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2094 chunk even when content was 16-bit element). "CNT2" should now be
2095 able to store content for arbitrary elements (up to eight blocks of
2096 3 x 3 element arrays). All "CNT2" elements will always be stored as
2097 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2099 2002-03-13 src/files.c
2100 * Changed "LoadLevel()" for real chunk support.
2102 2002-03-12 src/game.c
2103 * Fixed problem (introduced after 2.0.0 release) with penguins
2104 not getting killed by enemies
2106 2002-02-24 src/game.c, src/main.h
2107 * Added "player->is_moving"; now "player->last_move_dir" does
2108 not contain any information if the player is just moving at
2110 Before, "player->last_move_dir" was misused for this purpose
2111 for the robot stuff (robots don't kill players when they are
2112 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2113 broke tapes when walking through pipes!
2114 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2115 in a continuous movement. This fact is ignored for friends and