2 * fixed nasty bug with auto-override and normal override not working on
3 program startup (especially when current level set has custom artwork)
6 * version 3.2.5 released as special edition "R'n'D jue"
9 * fixed X11 crash bug when blitting masked title screens over background
12 * changed build system to support special editions (like "R'n'D jue")
13 * added (hardcoded) loading graphics for "R'n'D jue" special edition
14 * fixed X11 crash bug when scaling images with width/height less than 32
17 * added "background.PLAYING" (only visible as two-pixel border in game)
18 * added default level set for first start of special R'n'D version
19 * changed door animations for editor always behaving like "quick doors"
22 * added new custom artwork setup option "auto-override non-CE sets" for
23 automatic artwork override that is only used for level sets without
24 custom element artwork (as it does not make much sense to override
25 any artwork that redefines custom element artwork for sets using CEs)
26 * fixed default artwork for "special" R'n'D versions always using the
27 "classic" artwork as the base if base artwork is not explicitly
28 defined in "levelinfo.conf", regardless of different default artwork
29 used by the special R'n'D version -- this is needed because any such
30 custom artwork is designed using the "classic" artwork definitions as
31 the base (including menu definitions and screen positions etc., which
32 would otherwise be taken from the different special default artwork)
35 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
36 for both EMC and R'n'D graphics engine (heavy workarounds needed due
37 to massively broken handling of quicksand in R'n'D game engine)
38 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
39 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
42 * fixed small bug in toon drawing (introduced when fixing the crash bug)
45 * added graphics definition "game.panel.highscore" to display the
46 current levels current high score in the game panel
49 * version number set to 3.2.5
52 * version 3.2.4 released
55 * fixed crash bug in toon drawing functions for large step offset values
58 * fixed some problems with displaying game panel when quick-loading tape
61 * fixed (experimental only) redrawing of every tile per frame (even if
62 unneeded) for the extended (R'n'D based) EMC graphics engine
63 * added optimization to only calculate element count for panel display
64 if really needed (that is, if element count values defined on panel)
65 * fixed problem with special editor door redraw when entering main menu
68 * fixed bug with displaying background for title messages on info screen
69 * some code cleanup for the extended (R'n'D based) EMC graphics engine
72 * fixed bug with CE action "move player" always resulting in player 4
73 if there was a CE action with no trigger player (because the player
74 element was calculated by using log_2() from trigger player bits with
75 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
76 triggering player bit mask and handling all players in "move player"
77 * fixed bug when defined artwork cannot be found for artwork that has
78 default artwork cloned from other artwork (without default filename)
79 * added several fixes to the extended (R'n'D based) EMC graphics engine
82 * fixed broken editor copy and paste for custom elements between levels
85 * title messages are now also searched in graphics artwork directory;
86 those found in graphics directory have precendence over those found
87 in level directory -- this handles title messages stored in graphics
88 directories as part of the artwork set, just like title images; this
89 makes sense, as corresponding special font definitions for messages
90 are usually defined in the same graphics artwork directory, and also
91 because title images and title messages that are combined in a level
92 set introduction should usually not be separated when the level set
93 is used with a different artwork set (e.g. using "override graphics")
94 * fixed problem with door borders on main screen by first drawing doors
95 and then the corresponding border masks, but not vice versa
96 * fixed problem with artwork config entries using the value "[DEFAULT]";
97 this does not what one might expect, but sets the value to an invalid
98 value -- solution: simply ignore such entries, which results in this
99 value keeping its previous (real) default value (in general, entries
100 that should use their default value should just not be defined here)
101 * fixed problem with wrong fading area size from main menu to setup menu
104 * fixed problem with broken crumbled graphics after level set changes
105 when using R'n'D custom artwork with level sets using the EMC engine
108 * fixed invisible "joysticks deactivated ..." text on setup input screen
111 * added use of hashes created from static lists (element tokens, image
112 config, font tokens) to speed up lookup of configuration parameters
113 * fixed bug where element and graphic config token lookup was mixed up
116 * added "busy" animation when initializing program and loading artwork
117 * added initialization profiling for program startup (debugging only)
120 * fixed(?) very strange bug apparently triggered by memset() when code
121 was cross-compiled with MinGW cross-compiler for Windows XP platform
122 (this only happened when using SDL.dll also self-compiled with MinGW)
125 * added graphics engine directive "border.draw_masked_when_fading" that
126 enables/disables drawing of border mask over screen that is just faded
129 * fixed small problem with separate fading definition for game screen
132 * added additional configuration directives for setup screen draw offset
133 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
134 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
135 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
136 used to define draw offset on custom artwork selection screens and
137 "CHOOSE_OTHER" is used on all other list style selection screens, like
138 choosing game speed or screen mode for fullscreen mode)
139 * added additional configuration directives to define main menu buttons:
140 - menu.button_name and menu.button_name.active
141 - menu.button_levels and menu.button_levels.active
142 - menu.button_scores and menu.button_scores.active
143 - menu.button_editor and menu.button_editor.active
144 - menu.button_info and menu.button_info.active
145 - menu.button_game and menu.button_game.active
146 - menu.button_setup and menu.button_setup.active
147 - menu.button_quit and menu.button_quit.active
148 * added eight pure decoration graphic definitions for the game panel
151 * added support for accessing native Diamond Caves II level packages
152 * fixed displaying of game panel values for Emerald Mine game engine
153 * fixed displaying end-of-level time and score values on new game panel
156 * added game panel control to display arbitrary elements on game panel
157 * added game panel control to display custom element score (globally
158 unique for identical custom elements) either as value or as element
159 * added ".draw_masked" and ".draw_order" to game panel control drawing
162 * fixed some general bugs with handling of ".active" elements and fonts
165 * cleanup of game panel elements (some elements were not really needed)
166 * added displaying of gravity state (on/off) as new game panel control
167 * added animation for game panel elements (similar to game elements)
170 * added new pseudo game mode "PANEL" to define panel fonts and graphics
171 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
172 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
173 (else graphics would have to use ".PLAYING", which would be confusing)
174 * fixed bug when fading out to game screen with border mask defined
177 * added attribute ".tile_size" for element style game panel controls
180 * added <space> key as additional valid key to use for confirm requester
183 * improved menu fading, adding separate fading definitions for entering
184 and leaving a "content" screen (in general), and optional definitions
185 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
188 * added (currently invisible) setup option to define scroll delay value
189 * fixed small bug in priority handling when auto-detecting level start
190 position in levels without player element (but player from CE etc.)
191 * added option "game.forced_scroll_delay_value" to override user choice
192 of scroll delay value for certain level sets with "graphicsinfo.conf"
193 * replaced setup option "scroll delay: on/off" by new setup option that
194 directly allows selecting the desired scroll delay value from 0 to 8
197 * added displaying of most game panel control elements (not animated)
200 * added new configuration directives to display additional game engine
201 values on the game control panel, like the following examples:
202 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
203 - game.panel.penguins - number of penguins to rescue
204 - game.panel.level_name - level name of current level
207 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
210 * added new player option "no centering when relocating" for "invisible"
211 teleportations to level areas that look exactly the same, giving the
212 illusion that the player did not relocate at all (this was the default
213 since 3.2.3, but caused visual problems with room creation in "Zelda")
214 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
217 * improved menu fading, adding separate fading definitions for entering
218 and leaving a menu and for fading between menu and "content" screens
219 * fixed small bug with recognizing also ".font_xyz" style definitions
222 * improved menu fading, adding separate fading definitions for fading
223 between menu screens and fading between menu and "destination" screens
226 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
227 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
228 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
229 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
231 * improved title fading, allowing fading animation types "none", "fade"
232 and "crossfade" (including cross-fading of last title to main menu)
235 * added configurability of graphics, sounds and music for title screens,
236 which are separated into initial title screens (only shown once at
237 program startup) and title screens shown for a given level set; these
238 title screens can be composed of up to five title images and up to
239 five title text messages (each drawn using an optional background
240 image), also using background music and/or sounds; aspects like
241 background images, sounds and music of title screens can either be
242 defined generally (valid for all title screens) or specifically (and
243 therefore differently for each title screen) using these directives:
245 to define a background image, sound or music file for all screens:
246 - background.TITLE_INITIAL (for all title screens for game startup)
247 - background.TITLE (for all title screens for level sets)
249 to define a background image, sound or music file for a single screen:
250 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
251 - background.titlescreen_x (with x in 1,2,3,4,5)
252 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
253 - background.titlemessage_x (with x in 1,2,3,4,5)
255 to define the title screen images:
256 - titlescreen_initial_x (with x in 1,2,3,4,5)
257 - titlescreen_x (with x in 1,2,3,4,5)
259 to define the title text messages, place text files into the level set
260 directory that have the following file names:
261 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
262 - titlemessage_x.txt (with x in 1,2,3,4,5)
264 to define the properties of the text messages, either use directives
265 that affect all text messages:
266 - [titlemessage_initial].<suffix>
267 - [titlemessage].<suffix>
268 or use directives that affect single text messages:
269 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
270 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
272 valid values for <suffix> are the same as for readme.<suffix> below;
273 use ".sort_priority" (default: 0) to define an arbitrary order for
274 title images and title messages (which can therefore be mixed)
277 * added full configurability of "readme.txt" screen appearance:
278 - readme.x: <left position used with alignment>
279 - readme.y: <top position>
280 - readme.width: <maximim text width in pixels>
281 - readme.height: <maximum text height in pixels>
282 - readme.chars: <maximum number of chars per line>
283 - readme.lines: <maximum number of lines displayed>
284 - readme.align: left,center,right (default: center)
285 - readme.top: top,middle,bottom (default: top)
286 - readme.font: font name
287 - readme.autowrap: true,false (default: true)
288 - readme.centered: true,false (default: false)
289 - readme.parse_comments: true,false (default: true)
290 - readme.sort_priority: (not used here, but only for title screens)
291 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
292 default), they are automatically determined from "readme.width" and
293 "readme.height" accordingly; when they are not "-1", they have
294 precedence over "readme.width" and "readme.height"
295 * added internal ad-hoc config settings for displaying text files like
296 title messages or "readme.txt" style level set info files:
297 - .font: font name (default: readme.font)
298 - .autowrap: true,false (default: readme.autowrap)
299 - .centered: true,false (default: readme.centered)
300 - .parse_comments: true,false (default: readme.parse_comments)
301 (the leading '.' and the separating ':' are mandatory here); to use
302 these ad-hoc settings, they have to be written inside a comment, like
303 "# .autowrap: false" or "# .centered: true"; these settings then
304 override the above global settings (they can even be used more than
305 once, like "# .centered: true", then some text that should be drawn
306 centered, then "# .centered: false" to go back to non-centered text;
307 important note: after using "# .parse_comments: false", or when using
308 "readme.parse_comments: false", detecting and parsing comments inside
309 the file is disabled and comments are just printed like normal text;
310 also be aware that all automatic text size calculations are done with
311 the font defined in "readme.font", while using different fonts using
312 "# .font: <font>" inside the text file may cause unexpected results
315 * changed some numerical limits in the level editor from 255 to 999
318 * added option "system.sdl_videodriver" to select SDL video driver
319 * added output of SDL video and audio driver to "version info" page
322 * added group element drawing to IntelliDraw drawing functions
323 * fixed animation resetting problem again (last try broke Snake Bite)
324 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
327 * added new (special) "include: <filename>" directive that works in all
328 configuration files (like "graphicsinfo.conf") and that has the same
329 effect as if that directive would be replaced with the content of the
330 specified file (this can be useful to split large configuration files
331 into several smaller ones and include them from one main file, or to
332 store configuration settings that always stay the same into a separate
333 file, while including it and only add those parts that really change)
336 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
339 * fixed bug in "InitMovingField()" where treating an integer array as
340 boolean caused wrong resetting of animations while elements are moving
341 * fixed problem with resetting animations when starting element change
344 * added sort priority for order of title screens and title messages
347 * changed end of game again: do not wait for the user to press a key
348 anymore, but directly ask/confirm tape saving and go to hall of fame
349 * re-enabled quitting of lost game by pressing space or return again
350 * added blanking of mouse pointer when displaying title screens
351 * added remaining menu draw offset definitions for info sub-screens
354 * added setup option to select game speed (from very slow to very fast)
355 * improved handling of title text messages (initial and for level set)
358 * added new options "auto-wrap" and "centered" for DC2 style envelopes
361 * fixed displaying and typing of player name when it is centered
362 * added special characters to be allowed for player name (not only A-Z)
365 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
366 (newer versions of the SDL library seem to not like this anymore)
369 * added code for configuration directives for control of game panel
372 * fixed small cosmetical bug with underlining property tabs in editor
375 * fixed small drawing bug in X11FadeRectangle
376 * added new elements for newly supported Diamond Caves II levels:
377 - EM/DC style exits that disappear after passing
378 - white key and gate (one white key needed for each white gate)
379 - fake gate (there is no key to open/pass this kind of gate!)
380 - extended magic wall which also handles pearls and crystals
384 * changed maximum value for endless loop detection to a higher value
385 (some levels really used very deep recursion without being endless)
388 * added new elements for newly supported Diamond Caves II levels:
389 - growing steel walls
390 - snappable land mine
393 * added new elements for newly supported Diamond Caves II levels:
394 - steel text elements
397 * added level file loader for native Diamond Caves II levels
400 * version number set to 3.2.4
403 * version 3.2.3 released
406 * fixed malloc/free bug when updating EMC artwork entries in level list
407 * added workaround (warning and request to quit the current game) when
408 changing elements cause endless recursion loop (which would otherwise
409 freeze the game, causing a crash-like program exit on some systems)
412 * fixed nasty string overflow bug when entering too long envelope text
415 * added feedback sounds for menu navigation "menu.item.activating" and
416 "menu.item.selecting" (for highlighting and executing menu entries)
419 * improved "no scrolling when relocating" to also consider scroll delay
420 (meaning that the player is not automatically centered in this case;
421 this makes it possible to "invisibly" relocate the player to a region
422 of the level playfield which looks the same as the old level region)
423 * fixed bug with not recognizing "main.input.name.align" when active
426 * fixed bug with displaying masked borders over title screens when
427 screen fading is disabled
430 * fixed infinite loop / crash bug when killing the player while having
431 a CE with the setting "kill player X when explosion of <player X>"
432 * added special editor graphic for "char_space" to distinguish it from
433 "empty_space" when editing a level (in-game graphics still the same)
436 * fixed nasty bug with initialization only done for the first player
439 * small change to handle loading empty element/content list micro chunks
442 * uploaded pre-release (test) version 3.2.3-0 binary and source code
445 * some optimizations on startup speed by reducing initial text output
448 * added caching of custom artwork information for faster startup times
451 * fixed graphical bug when using fewer menu entries on level selection
452 screen than usual (with "menu.list_size.LEVELS" directive)
453 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
454 the backbuffer to the backbuffer by error (with identical rectangle)
457 * fixed bug when displaying titlescreen with size less than element tile
458 * fixed bug that caused elements with "change when digging <e>" event
459 to change for _every_ digged element, not only those specified in <e>
460 * fixed bug that caused impact style collision when dropping element one
461 tile over the player that can both fall down and smash players
462 * fixed bug that caused impact style collision when element changed to
463 falling/smashing element over the player immediately after movement
466 * fixed bug that allowed making engine snapshots from the level editor
469 * fixed bugs with player name and current level positions on main screen
472 * added configuration directives for control of title screens:
473 - "title.fade_delay" for fading time
474 - "title.post_delay" for pause between screens (when not crossfading)
475 - "title.auto_delay" to automatically continue after some time
476 these settings can each be overridden by specifying them with titles:
477 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
478 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
479 fading mode can also be specified:
480 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
481 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
482 default is using normal fading for menues and initial title screens,
483 while using cross-fading for level set title screens
484 * fixed bug with background not drawn in Hall of Fame after game was won
487 * added configuration directives for the remaining main menu items
490 * added additional configuration directives for info screen draw offset:
491 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
492 * added additional configuration directives for preview info text
493 * limited mouse wheel sensitive screen area to scrollable screen area
496 * added highlighted menu text entries to menu navigation when selected
499 * fixed bug that prevented player from correctly being created in the
500 top left corner by a custom element change in a level without player
501 * fixed bug that prevented player from being killed when indestructible,
502 non-walkable element is placed on player position by extended change
503 * added configurable menu button, text and input positions to main menu
506 * added page fading effects for remaining info sub-screens
507 * fixed small bug that caused some delays when answering door request
510 * added directives "border.draw_masked.*" for menu/playfield area and
511 door areas to display overlapping/masked borders from "global.border"
514 * fixed bug with CE with move speed "not moving" not being animated
515 * when changing player artwork by CE action, reset animation frame
518 * fixed bug with not unmapping main menu screen gadgets on other screens
519 * fixed bug with un-pausing a paused game by releasing still pressed key
520 * fixed bug with not redrawing screen when toggling to/from fullscreen
521 mode while fast reloading tape (without redrawing playfield contents)
522 * fixed bug with quick-saving tape snapshot despite answering with "no"
525 * version number set to 3.2.3
528 * version 3.2.2 released
531 * fixed bug with redrawing screen in fullscreen mode after quick tape
532 reloading when using the EMC game engine
533 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
536 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
539 * added engine snapshot functionality for instant tape reloading (this
540 only works for the last tape saved using "quick save", and does not
541 work across program restarts, because it completely works in memory)
544 * version number set to 3.2.2
547 * version 3.2.1 released
550 * fixed nasty bugs with handling error message file on Mac OS X systems
553 * general code cleanup (removing many annoying "#if 0" blocks etc.)
556 * fixed bug that caused broken tapes when manually appending to tapes
557 using the "pause before death" functionality, followed by recording
558 * added setup option to disable fading of screens for faster testing
561 * code cleanup of new fading functions
564 * changed behaviour after solved game -- do not immediately stop engine
565 * added some more smooth screen fadings (game start, hall of fame etc.)
568 * fixed bug with displaying pushed CE with value/score/delay anim_mode
571 * added configurable level preview position, tile size and dimensions
572 * added configurable game panel value positions (gems, time, score etc.)
575 * fixed small bug with time displayed incorrectly when collecting CEs
578 * fixed bug with bumpy scrolling with EM engine in double player mode
581 * added compatibility code to fix "Snake Bite" style levels that were
582 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
585 * fixed bug with scrollbars inside editor when using the Windows mouse
586 enhancement tool "True X-Mouse" (which injects key events to the event
587 queue to insert selected stuff into the Windows clipboard, which gets
588 confused with the "Insert" key for jumping to the last editor cascade
589 block in the element list)
590 * added Rocks'n'Diamonds icon for use as window icon to SDL version
591 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
594 * added selection of preferred fullscreen mode to setup / graphics menu
595 (useful if default mode 800 x 600 does not match screen aspect ratio)
598 * improved down-scaling of images for better editor and preview graphics
599 * changed user data directory for Mac OS X from Unix style to new place
602 * improved level number selection in main menu and player selection in
603 setup menu (input devices section) by using standard button gadgets
604 * added support for mouse scroll wheel (caused buggy behaviour before)
605 * added support for scrolling horizontal scrollbars with mouse wheel by
606 holding "Shift" key pressed while scrolling the wheel
607 * added support for single step mouse wheel scrolling by holding "Alt"
608 key pressed while scrolling the wheel (can be combined with "Shift")
609 * changed output file "stderr.txt" on Windows platform now always to be
610 created in the R'n'D sub-directory of the personal documents directory
611 * added Windows message box to direct to "stderr.txt" after error aborts
614 * improved general scrollbar handling (when jump-scrolling scrollbars)
617 * changed scrollbars to always show last line as first after scrolling
618 (that means jumping n - 1 screen lines instead of n screen lines)
621 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
622 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
623 * fixed special handling of vertically stacked acid becoming fake acid
626 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
627 affect multiple instances of the same CE, although this kind of
628 change condition usually only affects one single custom element
631 * version number set to 3.2.1
634 * version 3.2.0 released
637 * reorganized level editor element list a bit to match engines better
640 * fixed newly introduced bug with wrongly initializing clipboard element
643 * fixed bug with displaying visible/invisible level border in editor
646 * reorganized some elements in the level editor element list
649 * fixed bug with displaying any player as "yellow" when moving into acid
650 * fixed bug with displaying running player when player stopped at border
653 * fixed bug with player exploding when moving into acid
654 * fixed bug with level settings being reset in editor and when playing
655 (some compatibility settings being set not only after level loading)
656 * fixed crash bug when number of custom graphic frames was set to zero
657 * fixed bug with teleporting player on walkable tile not working anymore
658 * added partial compatibility support for pre-release-only "CONF" chunk
659 (to make Alan Bond's "color cycle" demo work again :-) )
662 * fixed some bugs when displaying title screens from info screen menu
663 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
666 * changed file major version to 3 to reflect level file format changes
667 * uploaded pre-release (test) version 3.2.0-8 binary and source code
670 * added new chunk "NAME" to level file format for level name settings
671 * added new chunk "NOTE" to level file format for envelope settings
672 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
673 * updated magic(5) file to recognize changed and new level file chunks
674 * removed change events "change when CE value/score changes" as unneeded
677 * changed gravity (which only affects the player) from level property
678 to player property (only makes a difference in multi-player levels)
679 * added change events "change when CE value/score changes"
680 * added change events "change when CE value/score changes of <element>"
683 * added new chunk "INFO" to level file format for global level settings
684 * added all element settings from "HEAD" chunk to "CONF" chunk
685 * added all global level settings from "HEAD" chunk to "INFO" chunk
688 * changed level file format by adding two new chunks "CUSX" (for custom
689 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
690 elements, replacing the previous "GRP1" chunk); these new IFF style
691 chunks use the new and flexible "micro chunks inside chunks" technique
692 already used with the new "CONF" chunk (for normal element properties)
693 which makes it possible to easily extend the existing level format
694 (instead of using fixed-length chunks like before, which are either
695 too big due to reserved bytes for future use, or too small when those
696 reserved bytes have all been used and even more data should be stored,
697 requiring the replacement by new and larger chunks just like it went
698 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
701 * added credits pages to the "credits" section that were really missing
702 * added some missing element descriptions to the level editor
703 * added down position of switchgate switch to the level editor
704 and allowed the use of both switch positions at the same time
705 * changed use of "Insert" and "Delete" keys to navigate element list in
706 level editor to start of previous or next cascading block of elements
709 * added the possibility to view the title screen to the info screen menu
710 * fixed some minor bugs with viewing title screens
713 * fixed bug with title (cross)fading in/out when using fullscreen mode
716 * fixed bug that forced re-defining of menu settings in local graphics
717 config file which are already defined in existing base config file
718 * fixed small bug that caused door sounds playing when music is enabled
721 * added the possibility to define up to five title screens for each
722 level set that are displayed after loading using (cross)fading in/out
723 (this was added to display the various start images of the EMC sets)
726 * added "CE score gets zero [of]" to custom element trigger conditions
727 * added setup option to display element token name in level editor
730 * added compatibility code for Juergen Bonhagen's menu artwork settings
733 * fixed bug with displaying wrong animation frame 0 after CE changes
734 * fixed bug with creating invisible elements when light switch is on
737 * added selection between ECS and AGA graphics for EMC levels to setup
740 * adjusted font handling for various narrow EMC style fonts
743 * changed EM engine behaviour back to re-allow initial rolling springs
746 * fixed handling of over-large selectboxes (less error-prone now)
747 * fixed bug when creating GE with walkable element under the player
750 * added use of "Insert" and "Delete" keys to navigate element list in
751 level editor to start of custom elements or start of group elements
752 * added virtual elements to access CE value and CE score of elements:
753 - "CE value of triggering element"
754 - "CE score of triggering element"
755 - "CE value of current element"
756 - "CE score of current element"
759 * fixed "grass" to "sand" in older EM levels (up to file version V4)
762 * changed behaviour of network games with internal errors (because of
763 different client frame counters) from immediately terminating R'n'D
764 to displaying an error message requester and stopping only the game
765 (also to prevent impression of crashes under non command-line runs)
766 * fixed playing network games with the EMC engine (did not work before)
767 * fixed bug with not scrolling the screen in multi-player mode with the
768 focus on player 1 when all players are moving in different directions
769 * fixed bug with keeping pointer to gadget even after its deallocation
770 * fixed bug with allowing "focus on all players" in network games
771 * fixed bug with player focus when playing tapes from network games
774 * uploaded pre-release (test) version 3.2.0-7 binary and source code
777 * code cleanup for game action control for R'n'D and EMC game engine
780 * fixed bug in multi-player movement with focus on both players
781 * added option to control only the focussed player with all input
784 * added player focus switching to level tape recording and re-playing
787 * fixed some bugs in player focus switching in EMC and RND game engine
790 * added special Supaplex animations for Murphy digging and snapping
791 * added special Supaplex animations for Murphy being bored and sleeping
794 * added four new yam yams with explicit start direction for EMC engine
795 * fixed bug in src/libgame/text.c with printing text outside the window
798 * fixed small bug in EMC level loader (copyright sign in EM II levels)
801 * added delayed ignition of EM style dynamite when used in R'n'D engine
802 * added limited movement range to EMC engine when focus on all players
805 * fixed bug with missing (zero) score values for native Supaplex levels
808 * added "continuous snapping" (snapping many elements while holding the
809 snap key pressed, without releasing the snap key after each element)
810 as a new player setting for more compatibility with the classic games
813 * finished scrolling for "focus on all players" in EMC graphics engine
816 * level sets with "levels: 0" are ignored for levels, but not artwork
817 * fixed bug when scanning empty level group directories (endless loop)
820 * fixed bug with explosion graphic for player using "Murphy" graphic
821 * fixed bug with explosion graphic if player leaves explosion in time
822 * changed some descriptive text in setup menu to use medium-width font
823 * added key shortcut settings for switching player focus to setup menu
826 * fixed bug with random value initialization when recording tapes
827 * fixed bug with playing single player tapes when team mode activated
830 * fixed little bug when trying to switch to player that does not exist
833 * added player switching (visual and quick) to R'n'D and EM game engine
834 * added setup option to select visual or quick in-game player switching
837 * added use of "Home" and "End" keys to handle element list in editor
840 * fixed bug with adding score when playing tape with EMC game engine
841 * added steel wall border for levels using EMC engine without border
842 * finally fixed delayed scrolling in EMC engine also for small levels
845 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
848 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
849 * fixed bug when displaying info element without action, but direction
852 * fixed minor graphical problems with springs smashing and slurping
853 (when using R'n'D style graphics instead of EMC style graphics)
856 * added scroll delay (as configured in setup) to EMC graphics engine
859 * improved screen redraw for EMC graphics engine (faster and smoother)
860 * when not scrolling, do not redraw the whole playfield if not needed
863 * added multi-player mode for EMC game engine (with up to four players)
866 * added android (can clone elements) from EMC engine to R'n'D engine
869 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
872 * added selectbox for initial player speed to player settings in editor
875 * version 3.1.2 created that is basically version 3.1.1, but with a
876 major bug fixed that prevented editing your own private levels
877 * version 3.1.2 released
880 * added magic ball (creates elements) from EMC engine to R'n'D engine
883 * uploaded fixed pre-release version 3.2.0-6 binary and source code
886 * fixed bug when using "CE can leave behind <trigger element>"
887 * added new change condition "(after/when) creation of <element>"
888 * added new change condition "(after/when) digging <element>"
889 * fixed bug accessing invalid gadget that caused crashes under Windows
890 * deactivated new possibility for multiple CE changes per frame
893 * uploaded pre-release (test) version 3.2.0-6 binary and source code
896 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
897 * fixed bug with not keeping CE value for moving CEs with only action
898 * changed CE action selectboxes in editor to be only reset when needed
901 * added option "use artwork from element" for custom player artwork
902 * added option "use explosion from element" for player explosions
905 * added cascaded element lists in the level editor
906 * added persistence for cascaded element lists by "editorcascade.conf"
907 * added dynamic element list with all elements used in current level
908 * added possibility for multiple CE changes per frame (experimental)
911 * uploaded pre-release (test) version 3.2.0-5 binary and source code
914 * changed "score for each 10 seconds/steps left" to "1 second/step"
915 * added own score for collecting "extra time" instead of sharing it
916 * added change events "switched by player" and "player switches <e>"
917 * added change events "snapped by player" and "player snaps <e>"
918 * added "set player artwork: <element choice>" to CE action options
919 * added change event "move of <element>"
922 * added "set player shield: off / normal / deadly" to CE action options
923 * added new player option "use level start element" in level editor
924 to set the correct focus at level start to elements from which the
925 player is created later (this did not work before for cascaded CE
926 changes resulting in creation of the player; it is now also possible
927 to create the player from a yam yam which is smashed at level start)
930 * added "set player speed: frozen (not moving)" to CE action options
931 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
934 * added new player option "block snap field" (enabled by default) to
935 make it possible to show a snapping animation like in Emerald Mine
938 * added dynamic selectboxes to custom element action settings in editor
939 * added "CE value" counter for custom elements (instead of "CE count")
940 * added option to use the last "CE value" after custom element change
941 * added option to use the "CE value" of other elements in CE actions
942 * fixed odd behaviour when pressing time orb in levels w/o time limit
943 * added checkbox "use time orb bug" for older levels that use this bug
946 * added missing configuration settings for the following elements:
947 - EL_TIMEGATE_SWITCH (time of open time gate)
948 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
949 - EL_SHIELD_NORMAL (time of shield duration)
950 - EL_SHIELD_DEADLY (time of shield duration)
951 - EL_EXTRA_TIME (time added to level time)
952 - EL_TIME_ORB_FULL (time added to level time)
955 * added "wind direction" as a movement pattern for custom elements
956 * added initial wind direction for balloon / custom elements to editor
957 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
960 * added parameters for "game of life" and "biomaze" elements to editor
963 * added level file chunk "CONF" for generic level and element settings
966 * uploaded pre-release (test) version 3.2.0-4 binary and source code
969 * skip empty level sets (with "levels: 0"; may be artwork base sets)
970 * added sound action ".page[1]" to ".page[32]" for each CE change page
973 * added image config suffix ".clone_from" to copy whole image settings
974 * fixed bug with invalid ("undefined") CE settings in old level files
977 * fixed graphical bug with smashing elements falling faster than player
980 * fixed major bug which prevented private levels from being edited
981 * fixed bug with precedence of general and special font definitions
984 * fixed graphical bug with player animation when player moves slowly
987 * uploaded pre-release (test) version 3.2.0-3 binary and source code
990 * fixed bug which prevented "global.num_toons: 0" from working
993 * major code cleanup (removed all these annoying "#if 0" blocks)
996 * added custom element actions for CE change page in level editor
999 * fixed music initialization bug in init.c (thanks to David Binderman)
1000 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1001 (this bug must probably be fixed at other places, too)
1004 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1005 (should be '#include <SDL.h>' instead)
1008 * fixed bug which prevented "walkable from no direction" from working
1009 (due to compatibility code overwriting this setting after loading)
1012 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1015 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1016 * version 3.1.1 released
1019 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1020 on 64-bit architecture systems with LP64 data model
1023 * fixed bug with bombs not exploding when hitting the last level line
1024 (introduced after the release of 3.1.0)
1027 * added support for dumping small-sized level sketches from editor
1030 * added recognition of "trigger element" for "change digged element to"
1031 (this is not really what the "trigger element" was made for, but its
1032 use may seem obvious for leaving back digged elements unchanged)
1035 * fixed multiple warnings about failed joystick device initialization
1038 * fixed bug with dynamite dropped on top of just dropped custom element
1039 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1040 dynamite can still be dropped, but drop key must be released before
1043 * fixed bug with wrong start directory when started from file browser
1044 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1047 * fixed bug causing "change when impact" on player not working
1048 * fixed wrong priority of "hitting something" over "hitting <element>"
1049 * fixed wrong priority of "hit by something" over "hit by <element>"
1052 * fixed graphical bug which caused the player (being Murphy) to show
1053 collecting animations although the element was collected by penguin
1056 * fixed two bugs causing wrong door background graphics in system.c
1057 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1060 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1061 * added "no direction" to "walkable/passable from" selectbox options
1064 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1065 * in tape autoplay, not only report broken, but also missing tapes
1068 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1071 * fixed small bug with "linear" animation not working for active lamp
1074 * fixed bug with moving up despite gravity due to "block last field"
1075 * fixed small bug with wrong draw offset when typing name in main menu
1076 * when reading user names from "passwd", ignore data after first comma
1077 * when creating new "levelinfo.conf", only write some selected entries
1080 * fixed displaying "imported from/by" on preview with empty string
1081 * fixed ignoring draw offset for fonts used for level preview texts
1084 * fixed a delay problem with SDL and too many mouse motion events
1085 * added setup option "skip levels" and level skipping functionality
1088 * added move speed "not moving" for non-moving CEs, but with direction
1091 * fixed mapping of obsolete element token names in "editorsetup.conf"
1092 * fixed bug with sound "acid.splashing" treated as a loop sound
1093 * fixed some little sound bugs in native EM engine
1096 * fixed small bug when dragging scrollbars to end positions
1099 * added editor element descriptions written by Aaron Davidson
1102 * improved fallback handling when configured artwork is not available
1103 (now using default artwork instead of exiting when files not found)
1106 * fixed bug on level selection screen when dragging scrollbar
1109 * fixed bug which caused broken tapes when appending to EM engine tapes
1112 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1115 * added code to replace changed artwork config tokens with other tokens
1116 (needed for backwards compatibility, so that older tokens still work)
1119 * added native R'n'D graphics for some new EMC elements in EM engine
1122 * fixed some bugs in the EM engine integration code
1123 * changed EM engine code to allow diagonal movement
1124 * changed EM engine code to allow use of separate snap and drop keys
1127 * fixed some redraw bugs when using EM engine
1130 * fixed bug with not converting RND levels which are set to use native
1131 engine to native level structure when loading
1134 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1137 * version number set to 3.2.0
1140 * level data now reset to defaults after attempt to load invalid file
1143 * added use of "editorsetup.conf" for different level sets
1146 * added auto-detection for various types of Emerald Mine level files
1149 * fixed bug with scrollbars getting too small when list is very large
1152 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1155 * added most level editor configuration gadgets for new EMC elements
1158 * added more element and graphic definitions for new EMC elements
1161 * modified native EM engine to use integrated R'n'D sound system
1164 * added SDL support to graphics functions in native EM engine
1165 (by always using generic libgame interface functions)
1168 * fixed bug in frame synchronization in native EM engine
1171 * added code to convert levels between R'n'D and native EM engine
1174 * new Emerald Mine engine can now play levels selected in main menu
1177 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1178 (which creates scaled down graphics for level editor and preview);
1179 there's still a memory leak somewhere in the artwork handling code
1180 * added "scale image up" functionality to X11 version of zoom function
1183 * first attempts to integrate new, native Emerald Mine Club engine
1186 * fixed bug in gadget code which caused reset of CEs in level editor
1187 (example: pressing 'b' [grab brush] on CE config page erased values)
1188 (solution: check if gadgets in ClickOnGadget() are really mapped)
1189 * improved level change detection in editor (settings now also checked)
1190 * fixed bug with "can move into acid" and "don't collide with" state
1193 * fixed maze runner style CEs to use the configured move delay value
1196 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1199 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1200 * fixed the above fix because it broke level set "machine" (*sigh*)
1201 * fixed random element placement in level editor to work as expected
1202 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1205 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1208 * fixed bug (missing array boundary check) which caused broken tapes
1209 * fixed bug (when loading level template) which caused broken levels
1210 * fixed bug with new block last field code when using non-yellow player
1213 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1214 * internal change of how the player blocks the last field when moving
1215 * fixed blocking delay of last field for EM and SP style block delay
1216 * fixed bug where the player had to wait for the usual move delay after
1217 unsuccessfully trying to move, when he directly could move after that
1218 * the last two changes should make original Supaplex level 93 solvable
1219 * improved use of random number generator to make it less predictable
1220 * fixed behaviour of slippery SP elements to let slip left, then right
1223 * fixed bug with wrong door state after trying to quickload empty tape
1224 * fixed waste of static memory usage of the binary, making it smaller
1225 * fixed very little graphical bug in Supaplex explosion
1228 * version number set to 3.1.1
1231 * version 3.1.0 released
1234 * fixed bug with crash when writing user levelinfo.conf the first time
1237 * added option "convert LEVELDIR [NR]" to command line batch commands
1238 * re-converted Supaplex levels to apply latest engine fixes
1239 * changed "use graphic/sound of element" to "use graphic of element"
1240 due to compatibility problems with some levels ("bug machine" etc.)
1243 * fixed bug with CE change replacing player with same or other player
1246 * fixed bug with opaque font in envelope with background graphic when
1247 background graphic is not transparent itself
1250 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1251 * corrected original Supaplex level loading code to use these new ports
1252 * also corrected Supaplex loader to auto-count infotrons if set to zero
1255 * fixed bug with missing initialization of "modified" flag for GEs
1258 * fixed bug that caused endless recursion loop when relocating player
1259 * fixed tape recorder bug in "step mode" when using "pause before end"
1260 * fixed tape recorder bug when changing from "warp forward" mode
1263 * fixed bug with "when touching" for pushed elements at last position
1266 * fixed bug that caused two activated toolbox buttons in level editor
1267 * fixed bug with exploding dynabomb under player due to other explosion
1270 * fixed bug with creating walkable custom element under player (again)
1271 * fixed bug with not copying explosion type when copying CEs in editor
1272 * fixed graphical bug when drawing player in setup menu (input devices)
1273 * fixed graphical bug when the player is pushing an accessible element
1274 * fixed bug with classic switchable elements triggering CE changes
1275 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1276 * fixed crash bug when CE leaves behind the trigger player element
1279 * fixed bug with broken tubes after placing/exploding dynamite in them
1280 * fixed bug with exploding dynamite under player due to other explosion
1281 * fixed bug with not resetting push delay under certain circumstances
1284 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1285 * added network multiplayer code for Windows (thanks to Niko Böhm)
1288 * added option "reachable despite gravity" for gravity movement
1289 * changed gravity movement of most classic walkable and passable
1290 elements back to "not reachable" (for compatibility reasons)
1293 * fixed (removed) "indestructible" / "can explode" dependency in editor
1294 * fixed (removed) "accessible inside" / "protected" dependency
1295 * fixed (removed) "step mode" / "shield time" dependency
1298 * fixed dynabombs exploding now into anything diggable
1299 * fixed Supaplex style gravity movement into buggy base now impossible
1300 * added pressing key "space" as valid action to select menu options
1303 * added "replace when walkable" to relocate player to walkable element
1304 * added "enter"/"leave" event for elements affected by relocation
1305 * fixed "direct"/"indirect" change order also for "when change" event
1306 * fixed graphical bug when pushing things from elements walkable inside
1309 * fixed graphic bug when player is snapping while moving in old levels
1310 * fixed bug when a moving custom element leaves a player element behind
1311 * fixed bug with mole not disappearing when moving into acid pool
1312 * fixed bug with incomplete path setting when using "--basepath" option
1313 * moving CE can now leave walkable elements behind under the player
1314 * when relocating, player can be set on walkable element now
1315 * fixed another gravity movement bug
1318 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1321 * added "collectible" and "removable" to extended replacement types
1322 (where "removable" replaces "diggable" and "collectible" elements)
1323 * added "collectible & throwable" (to throw element to the next field)
1324 * fixed bug with CEs digging elements that are just about to explode
1325 * changed mouse cursor now always being visible when game is paused
1328 * added possibility to push/press accessible elements from a side that
1330 * fixed bug with not setting actual date when appending to tape
1333 * fixed bug with incorrectly initialized custom element editor graphics
1336 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1337 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1340 * fixed bug with destroyed robot wheel still attracting robots forever
1341 * fixed bug with time gate switch deactivating after robot wheel time
1342 (while the time gate itself is not affected by this misbehaviour)
1343 * changed behaviour of BD style amoeba to always get blocked by player
1344 (before it was different when there were non-BD elements in level)
1345 * fixed bug with player destroying indestructable elements with shield
1348 * added option to make growing elements grow into anything diggable
1349 (for the various amoeba types, biomaze and "game of life")
1352 * fixed bug with movable elements not moving after left behind by CEs
1353 * changed gravity movement to anything diggable, not only sand/base
1354 * optionally allowing passing to walkable element, not only empty space
1355 * added option "can pass to walkable element" for players
1356 * finally fixed gravity movement (hopefully)
1359 * fixed bug with movable elements not moving anymore after falling down
1362 * fixed another bug with custom elements digging and leaving elements
1363 * fixed bug with "along left/right side" and automatic start direction
1364 * trigger elements now also displayed when "more custom" deactivated
1365 * fixed bug with clipboard element initialized when loading new level
1366 * added option "drop delay" to set delay before dropping next element
1369 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1372 * added copy and paste functions for custom change pages
1373 * enhanced graphical display and functionality of tape recorder
1374 * fixed bug with custom elements digging and leaving elements
1377 * added move speed faster than "very fast" for custom elements
1378 * fixed bug with 3+3 style explosions and missing border content
1379 * fixed little bug when copying custom elements in the editor
1380 * enhanced custom element changes by more side trigger actions
1383 * added option "no scrolling when relocating" for instant teleporting
1384 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1387 * added trigger element and trigger player to use as target elements
1388 * added copy and paste functions for custom and group elements
1391 * fixed graphical bug when displaying explosion animations
1392 * fixed bug when appending to tapes, resulting in broken tapes
1393 * re-recorded a few tapes broken by fixing gravity checking bug
1396 * "can move into acid" property now for all elements independently
1397 * "can fall into acid" property for player stored in same bitfield now
1398 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1399 * version number set to 3.1.0 (finally!)
1402 * changed tape recording to only record input, not programmed actions
1405 * fixed totally broken (every 8th frame skipped) step-by-step recording
1406 * fixed bug with requester not displayed when quick-loading interrupted
1407 * added option "can fall into acid (with gravity)" for players
1408 * fixed bug with player not falling when snapping down with gravity
1411 * fixed bug which messed up key config when using keypad number keys
1414 * fixed bug which allowed moving upwards even when gravity was active
1415 * fixed bug with missing error handling when dumping levels or tapes
1418 * added different colored editor graphics for Supaplex gravity tubes
1421 * fixed bug that allowed solvable tapes for unsolvable levels
1424 * use unlimited number of droppable elements when "count" set to zero
1425 * added option to use step limit instead of time limit for level
1428 * added player and change page as trigger for custom element change
1431 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1434 * fixed bug with dark yamyam changing to acid when moving over acid
1435 * fixed handling of levels with more than 999 seconds level time
1436 (example: level 76 of "Denmine")
1439 * "spring push bug" reintroduced as configurable element property
1440 * fixed bug with missing properties for "mole"
1441 * fixed bug that showed up when fixing the above "mole" properties bug
1442 * added option "can move into acid" for all movable elements
1443 * fixed graphical bug for elements moving into acid
1444 * changed event handling to handle all pending events before going on
1447 * fixed bug which caused all CE change pages to be ignored which had
1448 the same change event, but used a different element side
1449 (reported by Simon Forsberg)
1451 * fixed bug which caused elements that can move and fall and that are
1452 transported by a conveyor belt to continue moving into that direction
1453 after leaving the conveyor belt, regardless of their own movement
1454 type; only elements which can not move are transported now
1455 (reported by Simon Forsberg)
1457 * fixed bug which could cause an array overflow in RelocatePlayer()
1458 (reported by Niko Böhm)
1460 * changed Emerald Mine style "passable / over" elements to "protected"
1461 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1463 * added new option to select from which side a "walkable/passable"
1464 element can be entered
1467 * added explosion and ignition delay for elements that can explode
1470 * fixed bug which caused player not being protected against enemies
1471 when a CE was "walkable / inside" and was not "indestructible"
1472 * added "walkable/passable" fields to be "protected/unprotected"
1473 against enemies, even if not accessible "inside" but "over/under"
1476 * corrected move pattern to 32 bit and initial move direction to 8 bit
1479 * added second custom element base configuration page
1482 * added some special EMC mappings to Emerald Mine level loader
1483 (also covering previously unknown element in level 0 of "Bondmine 8")
1486 * added option to block last field when player is moving (for Supaplex)
1487 * adjusted push delay of Supaplex elements
1488 * removed delays for envelopes etc. when replaying with maximum speed
1489 * fixed bug when dropping element on a field that just changed to empty
1492 * fixed bug: infotrons can now smash yellow disks
1493 * fixed bug: when gravity active, port above player can now be entered
1494 * removed "one white dot" mouse pointer which irritated some people
1497 * added "choice type" for group element selection
1500 * fixed bug with initial invulnerability of non-yellow player
1503 * added level loader for loading native Supaplex packed levels
1504 (including multi-part levels like the "splvls99" levels)
1507 * fixed bug which allowed creating emeralds by escaping explosions
1510 * custom elements can change (limited) or leave (unlimited) elements
1511 * finally added multiple matches using group elements
1512 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1515 * added new start movement type "previous" for continued CE movement
1516 * added new start movement type "random" for random CE movement start
1519 * added new element "sokoban_field_player" needed for Sokoban levels
1520 (thanks to Ed Booker for pointing this out!)
1523 * added elements that can be digged or left behind by custom elements
1526 * added group elements for multiple matches and random element creation
1529 * fixed some graphical errors displayed in old levels
1532 * fixed wrong double speed movement after passing closing gates
1535 * added level loader for loading native Emerald Mine levels
1538 * changes for "shooting" style CE movement
1541 * Happy New Year! ;-)
1544 * changed default snap/drop keys from left/right Shift to Control keys
1547 * fixed bug with dead player getting reanimated from custom element
1550 * fixed bug with wrong penguin graphics (when entering exit)
1553 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1556 * version number set to 3.0.9
1559 * version 3.0.8 released
1562 * added function checked_free()
1565 * fixed bug with double nut cracking sound
1566 (by eliminating "default element action sound" assignment in init.c)
1569 * fixed crash when no music info files are available
1572 * fixed boring and sleeping sounds
1575 * added "maze runner" and "maze hunter" movement types
1576 * added extended collision conditions for custom elements
1579 * added warnings for undefined token values in artwork config files
1582 * added menu entry for level set information to the info screen
1585 * fixed bug with wrong default impact sound for colored emeralds
1588 * added several sub-screens for the info screen
1589 * menu text now also clickable (not only blue/red sphere left of it)
1592 * added configurable "bored" and "sleeping" animations for the player
1593 * added "awakening" sound for player when waking up after sleeping
1596 * added "copy" and "exchange" functions for custom elements to editor
1599 * added configurable element animations for info screen
1602 * added configurable music credits for info screen
1605 * finally fixed tape recording when player is created from CE change
1608 * added "editorsetup.conf" for editor element list configuration
1611 * added "musicinfo.conf" for menu and level music configuration
1614 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1615 (that only showed up on Linux, but not on Windows systems)
1618 * fixed turning movement of butterflies and fireflies (no frame reset)
1619 * enhanced sniksnak turning movement (two steps instead of only one)
1622 * version number set to 3.0.8
1625 * version 3.0.7 released
1628 * fixed reset of player animation frame when, for example,
1629 walking, digging or collecting share the same animation
1630 * fixed CE with "deadly when touching" exploding when touching amoeba
1633 * fixed tape recording when player is created from CE element change
1636 * introduced "turning..." action graphic for elements with move delay
1637 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1638 * added turning animations for bug, spaceship and sniksnak
1641 * prevent "extended" changed elements from delay change in same frame
1644 * fixed bug when pushing element that can move away to the side
1645 (like pushing falling elements, but now with moving elements)
1648 * finally fixed serious bug in code for delayed element pushing (again)
1651 * unavailable setup options now marked as "n/a" instead of "off"
1652 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1653 to "true", levels are always played with the latest game engine,
1654 which is desired for levels that are imported from other games; all
1655 other levels are played with the engine version stored in level file
1656 (which is normally the engine version the level was created with)
1659 * fixed serious bug in code for delayed element pushing
1660 * fixed little bug in animation frame selection for pushed elements
1661 * speed-up of reading config file for verbose output
1664 * added configuration option for opening and closing Supaplex exit
1665 * added configuration option for moving up/down animation for Murphy
1666 * fixed incorrectly displayed animation for attacking dragon
1667 * fixed bug with not setting initial gravity for each new game
1668 * fixed bug with teleportation of player by custom element change
1669 * fixed bug with player not getting smashed by rock sometimes
1672 * version number set to 3.0.7
1675 * version 3.0.6 released
1678 * added support for MP3 music for SDL version through SMPEG library
1681 * fixed bug when initializing font graphic structure
1682 * fixed bug with animation mode "pingpong" when using only 1 frame
1683 * fixed bug with extended change target introduced in 3.0.5
1684 * fixed bug where passing over moving element doubles player speed
1685 * fixed bug with elements continuing to move into push direction
1686 * fixed bug with duplicated player when dropping bomb with shield on
1687 * added "switching" event for custom elements ("pressing" only once)
1688 * fixed switching bug (resetting flag when not switching but not idle)
1691 * fixed element tokens for certain file elements with ".active" etc.
1694 * version number set to 3.0.6
1697 * version 3.0.5 released
1700 * now four envelope elements available
1701 * font, background, animation and sound for envelope now configurable
1702 * main menu doors opening/closing animation type now configurable
1705 * active/inactive sides configurable for custom element changes
1706 * new movement type "move when pushed" available for custom elements
1709 * fixed bug in multiple config pages loader code that caused crashes
1712 * enhanced (remaining low-resolution) Supaplex graphics
1715 * version number set to 3.0.5
1718 * version 3.0.4 released
1720 2003-09-12 src/tools.c
1721 * fixed bug in custom definition of crumbled element graphics
1723 2003-09-11 src/files.c
1724 * fixed bug in multiple config pages code that caused crashes
1727 * version number set to 3.0.4
1730 * version 3.0.3 released
1733 * added music to Supaplex classic level set
1735 2003-09-07 src/libgame/misc.c
1736 * added support for loading various music formats through SDL_mixer
1738 2003-09-06 (various source files)
1739 * fixed several nasty bugs that may have caused crashes on some systems
1740 * added envelope content which gets displayed when collecting envelope
1741 * added multiple change event pages for custom elements
1743 2003-08-24 src/game.c
1744 * fixed problem with player animation when snapping and moving
1746 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1747 * fixed problem with flickering when drawing toon animations
1749 2003-08-23 src/libgame/sdl.c
1750 * fixed problem with setting mouse cursor in SDL version in fullscreen
1752 2003-08-23 src/game.c
1753 * fixed bug (missing array boundary check) which could crash the game
1756 * version number set to 3.0.3
1759 * version 3.0.2 released
1761 2003-08-21 src/game.c
1762 * fixed bug with creating inaccessible elements at player position
1764 2003-08-20 src/init.c
1765 * fixed bug with not finding current level artwork directory
1767 2003-08-20 src/files.c
1768 * fixed bug with choosing wrong engine version when playing tapes
1769 * fixed bug with messing up custom element properties in 3.0.0 levels
1772 * version number set to 3.0.2
1775 * version 3.0.1 released
1777 2003-08-17 (no source files affected)
1778 * changed all "classic" PCX image files with 16 colors or less to
1779 256 color (8 bit) storage format, because the Allegro game library
1780 cannot handle PCX files with less than 256 colors (contributed
1781 graphics are not affected and might look wrong in the DOS version)
1783 2003-08-16 src/init.c
1784 * fixed bug which (for example) crashed the level editor when defining
1785 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1786 (only set to default) -- invalid graphics now set to default graphic
1788 2003-08-16 src/init.c
1789 * fixed graphical bug of player digging/collecting/snapping element
1790 when no corresponding graphic/animation is defined for this action,
1791 resulting in player being drawn as EL_EMPTY (which should only be
1792 done to elements being collected, but not to the player)
1794 2003-08-16 src/game.c
1795 * fixed small graphical bug of player not totally moving into exit
1797 2003-08-16 src/libgame/setup.c
1798 * fixed bug with wrong MS-DOS 8.3 filename conversion
1800 2003-08-16 src/tools.c
1801 * fixed bug with invisible mouse cursor when pressing ESC while playing
1803 2003-08-16 (various source files)
1804 * added another 128 custom elements (disabled in editor by default)
1806 2003-08-16 src/editor.c
1807 * fixed NULL string bug causing Solaris to crash in sprintf()
1809 2003-08-16 src/screen.c
1810 * fixed drawing over scrollbar on level selection with custom fonts
1812 2003-08-15 src/game.c
1813 * cleanup of simple sounds / loop sounds / music settings
1815 2003-08-08 (various source files)
1816 * added custom element property for dropping collected elements
1818 2003-08-08 src/conf_gfx.c
1819 * fixed bug with missing graphic for active red disk bomb
1821 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1822 * extended variable "level.gravity" to "level.initial_gravity" and
1823 "game.current_gravity" to prevent level setting from being changed
1824 by playing the level (keeping the runtime value after playing)
1826 * fixed graphics bug when digging element that has 'crumbled' graphic
1827 definition, but not 'diggable' graphic definition
1830 * version number set to 3.0.1
1833 * version 3.0.0 released
1836 * various bug fixes; among others:
1837 - fixed bug with pushing spring over empty space
1838 - fixed bug with leaving tube while placing dynamite
1839 - fixed bug with explosion of smashed penguins
1840 - allow Murphy player graphic in levels with non-Supaplex elements
1844 * I have forgotten to document changes for some time
1847 * pre-release version 2.2.0rc1 released
1850 * version number set to 2.1.2
1853 * version 2.1.1 released
1856 * version number set to 2.1.1
1859 * version 2.1.0 released
1862 * version number set to 2.1.0
1864 2002-04-03 to 2002-05-19 (various source files)
1865 * graphics, sounds and music now fully configurable
1866 * bug fixed that prevented walking through tubes when gravity on
1868 2002-04-02 src/events.c, src/editor.c
1869 * Make Escape key less aggressive when playing or when editing level.
1870 This can be configured as an option in the setup menu. (Default is
1871 "less aggressive" which means "ask user if something can be lost"
1872 when pressing the Escape key.)
1874 2002-04-02 src/screen.c
1875 * Added "graphics setup" screen.
1877 2002-04-01 src/screen.c
1878 * Changed "choose level" setup screen stuff to be more generic (to
1879 make it easier to add more "choose from generic tree" setup screens).
1881 2002-04-01 src/config.c, src/timestamp.h
1882 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1883 automatically gets created by "src/Makefile" and contains an actual
1884 compile-time timestamp to identify development versions of the game).
1886 2002-03-31 src/tape.c, src/events.c
1887 * Added quick game/tape save/load functions to tape stuff which can be
1888 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1889 loads previously recorded tape and directly goes into recording mode
1890 from the end of the tape (therefore appending to the tape).
1892 2002-03-31 src/tape.c
1893 * Added "index mark" function to tape recorder. When playing or
1894 recording, "eject" button changes to "index" button. Setting index
1895 mark is not yet implemented, but pressing index button when playing
1896 allows very quick advancing to end of tape (when normal playing),
1897 very fast forward mode (when playing with normal fast forward) or
1898 very fast reaching of "pause before end of tape" (when playing with
1899 "pause before end" playing mode).
1901 2002-03-30 src/cartoons.c
1902 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1904 2002-03-29 src/screen.c
1905 * Changed setup screen stuff to be more generic (to make it easier
1906 to add more setup screens).
1908 2002-03-23 src/main.c, src/main.h
1909 * Various changes due to the introduction of the new libgame files
1910 "setup.c" and "joystick.c".
1912 2002-03-23 src/files.c
1913 * Generic parts of "src/files.c" (mainly setup and level directory
1914 stuff) moved to new libgame file "src/libgame/setup.c".
1916 2002-03-23 src/joystick.c
1917 * File "src/joystick.c" moved to libgame source tree, with
1918 correspondig changes.
1920 2002-03-22 src/screens.c
1921 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1922 (Wrong level series information displayed when entering main group.)
1924 2002-03-22 src/editor.c
1925 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1927 2002-03-22 src/editor.c
1928 * Changed behaviour of "Escape" key in level editor to be more
1929 intuitive: When in "Element Properties" or "Level Info" mode,
1930 return to "Drawing Mode" instead of leaving the level editor.
1932 2002-03-21 src/game.c, src/editor.c, src/files.c
1933 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1934 gems (emeralds, diamonds, ...) slipping down from normal wall,
1935 steel wall and growing wall (as in E.M.C. style levels). Although
1936 the behaviour of contributed and private levels wasn't changed (due
1937 to the use of "level.game_version"; see previous entry), editing
1938 those levels will (of course) change the behaviour accordingly.
1940 This change seems a bit too hard after thinking about it, because
1941 the EM style behaviour is not the "expected" behaviour (gems would
1942 normally only slip down from "rounded" walls). Therefore this was
1943 now changed to an element property for gem style elements, with the
1944 default setting "off" (which means: no special EM style behaviour).
1945 To fix older converted levels, this flag is set to "on" for pre-2.0
1946 levels that are neither contributed nor private levels.
1948 2002-03-20 src/files.h
1949 * Corrected settings for "level.game_version" depending of level type.
1950 (Contributed and private levels always get played with game engine
1951 version they were created with, while converted levels always get
1952 played with the most recent version of the game engine, to let new
1953 corrections of the emulation behaviour take effect.)
1955 2002-03-20 src/main.h
1956 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1957 compiling the SDL version on some systems.
1958 Thanks to the several people who pointed this out.
1961 * Version number set to 2.0.2.
1964 * Version 2.0.1 released.
1966 2002-03-18 src/screens.c
1967 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1969 2002-03-18 src/files.c [src/libgame/misc.c]
1970 * Moved some common functions from src/files.c to src/libgame/misc.c.
1972 2002-03-18 src/files.c [src/libgame/misc.c]
1973 * Changed permissions for new directories and saved files (especially
1974 score files) according to suggestions of Debian users and mantainers.
1975 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1977 2002-03-17 src/files.c
1978 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1979 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1980 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1981 for levels and "TAPE" for tapes). Old "cookie" style format is
1982 still supported for reading. New level and tape files are written
1985 * New IFF chunk "VERS" contains version numbers for file and game
1986 (where "game version" is the version of the program that wrote the
1987 file, and "file version" is a version number to distinguish files
1988 with different format, for example after adding new features).
1990 2002-03-15 src/screen.c
1991 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1992 (Before, you heard a mixture of the in-game music and the
1993 hall-of-fame music.)
1995 2002-03-14 src/events.c
1996 * Function "DumpTape()" (files.c) now available by pressing 't' from
1997 main menu (when in DEBUG mode).
1999 2002-03-14 src/game.c
2000 * "GameWon()": When game was won playing a tape, now there is no delay
2001 raising the score and no corresponding sound is played.
2003 2002-03-14 src/files.c
2004 * Changed "LoadTape()" for real chunk support and also adjusted
2005 "SaveTape()" accordingly.
2007 2002-03-14 src/game.c, src/tape.c, src/files.c
2008 * Important changes to tape format: The old tape format stored all
2009 actions with a real effect with a corresponding delay between the
2010 stored actions. This had some major disadvantages (for example,
2011 push delays had to be ignored, pressing a button for some seconds
2012 mutated to several single button presses because of the non-action
2013 delays between two action frames etc.). The new tape format just
2014 stupidly records all device actions and replays them later. I really
2015 don't know why I haven't solved it that way before?! Old-style tapes
2016 (with tape file version less than 2.0) get converted to the new
2017 format on-the-fly when loading and can therefore still be played;
2018 only some minor parts of the old-style tape handling code was needed.
2019 (A perfect conversion is not possible, because there is information
2020 missing about the device actions between two action frames.)
2022 2002-03-14 src/files.c
2023 * New function "DumpTape()" to dump the contents of the current tape
2024 in a human readable format.
2026 2002-03-14 src/game.c
2027 * Small tape bug fixed: When automatically advancing to next level
2028 after a game was won, the tape from the previous level still was
2029 loaded as a tape for the new level.
2031 2002-03-14 src/tape.c
2032 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2033 tape, cartoons did not get completely removed because
2034 StopAnimation() was not called.
2036 2002-03-13 src/files.c
2037 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2038 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2039 size even when using 16-bit elements). Added new chunk "CNT2" for
2040 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2041 chunk even when content was 16-bit element). "CNT2" should now be
2042 able to store content for arbitrary elements (up to eight blocks of
2043 3 x 3 element arrays). All "CNT2" elements will always be stored as
2044 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2046 2002-03-13 src/files.c
2047 * Changed "LoadLevel()" for real chunk support.
2049 2002-03-12 src/game.c
2050 * Fixed problem (introduced after 2.0.0 release) with penguins
2051 not getting killed by enemies
2053 2002-02-24 src/game.c, src/main.h
2054 * Added "player->is_moving"; now "player->last_move_dir" does
2055 not contain any information if the player is just moving at
2057 Before, "player->last_move_dir" was misused for this purpose
2058 for the robot stuff (robots don't kill players when they are
2059 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2060 broke tapes when walking through pipes!
2061 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2062 in a continuous movement. This fact is ignored for friends and