2 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
3 for both EMC and R'n'D graphics engine (heavy workarounds needed due
4 to massively broken handling of quicksand in R'n'D game engine)
5 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
6 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
9 * fixed small bug in toon drawing (introduced when fixing the crash bug)
12 * added graphics definition "game.panel.highscore" to display the
13 current levels current high score in the game panel
16 * version number set to 3.2.5
19 * version 3.2.4 released
22 * fixed crash bug in toon drawing functions for large step offset values
25 * fixed some problems with displaying game panel when quick-loading tape
28 * fixed (experimental only) redrawing of every tile per frame (even if
29 unneeded) for the extended (R'n'D based) EMC graphics engine
30 * added optimization to only calculate element count for panel display
31 if really needed (that is, if element count values defined on panel)
32 * fixed problem with special editor door redraw when entering main menu
35 * fixed bug with displaying background for title messages on info screen
36 * some code cleanup for the extended (R'n'D based) EMC graphics engine
39 * fixed bug with CE action "move player" always resulting in player 4
40 if there was a CE action with no trigger player (because the player
41 element was calculated by using log_2() from trigger player bits with
42 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
43 triggering player bit mask and handling all players in "move player"
44 * fixed bug when defined artwork cannot be found for artwork that has
45 default artwork cloned from other artwork (without default filename)
46 * added several fixes to the extended (R'n'D based) EMC graphics engine
49 * fixed broken editor copy and paste for custom elements between levels
52 * title messages are now also searched in graphics artwork directory;
53 those found in graphics directory have precendence over those found
54 in level directory -- this handles title messages stored in graphics
55 directories as part of the artwork set, just like title images; this
56 makes sense, as corresponding special font definitions for messages
57 are usually defined in the same graphics artwork directory, and also
58 because title images and title messages that are combined in a level
59 set introduction should usually not be separated when the level set
60 is used with a different artwork set (e.g. using "override graphics")
61 * fixed problem with door borders on main screen by first drawing doors
62 and then the corresponding border masks, but not vice versa
63 * fixed problem with artwork config entries using the value "[DEFAULT]";
64 this does not what one might expect, but sets the value to an invalid
65 value -- solution: simply ignore such entries, which results in this
66 value keeping its previous (real) default value (in general, entries
67 that should use their default value should just not be defined here)
68 * fixed problem with wrong fading area size from main menu to setup menu
71 * fixed problem with broken crumbled graphics after level set changes
72 when using R'n'D custom artwork with level sets using the EMC engine
75 * fixed invisible "joysticks deactivated ..." text on setup input screen
78 * added use of hashes created from static lists (element tokens, image
79 config, font tokens) to speed up lookup of configuration parameters
80 * fixed bug where element and graphic config token lookup was mixed up
83 * added "busy" animation when initializing program and loading artwork
84 * added initialization profiling for program startup (debugging only)
87 * fixed(?) very strange bug apparently triggered by memset() when code
88 was cross-compiled with MinGW cross-compiler for Windows XP platform
89 (this only happened when using SDL.dll also self-compiled with MinGW)
92 * added graphics engine directive "border.draw_masked_when_fading" that
93 enables/disables drawing of border mask over screen that is just faded
96 * fixed small problem with separate fading definition for game screen
99 * added additional configuration directives for setup screen draw offset
100 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
101 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
102 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
103 used to define draw offset on custom artwork selection screens and
104 "CHOOSE_OTHER" is used on all other list style selection screens, like
105 choosing game speed or screen mode for fullscreen mode)
106 * added additional configuration directives to define main menu buttons:
107 - menu.button_name and menu.button_name.active
108 - menu.button_levels and menu.button_levels.active
109 - menu.button_scores and menu.button_scores.active
110 - menu.button_editor and menu.button_editor.active
111 - menu.button_info and menu.button_info.active
112 - menu.button_game and menu.button_game.active
113 - menu.button_setup and menu.button_setup.active
114 - menu.button_quit and menu.button_quit.active
115 * added eight pure decoration graphic definitions for the game panel
118 * added support for accessing native Diamond Caves II level packages
119 * fixed displaying of game panel values for Emerald Mine game engine
120 * fixed displaying end-of-level time and score values on new game panel
123 * added game panel control to display arbitrary elements on game panel
124 * added game panel control to display custom element score (globally
125 unique for identical custom elements) either as value or as element
126 * added ".draw_masked" and ".draw_order" to game panel control drawing
129 * fixed some general bugs with handling of ".active" elements and fonts
132 * cleanup of game panel elements (some elements were not really needed)
133 * added displaying of gravity state (on/off) as new game panel control
134 * added animation for game panel elements (similar to game elements)
137 * added new pseudo game mode "PANEL" to define panel fonts and graphics
138 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
139 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
140 (else graphics would have to use ".PLAYING", which would be confusing)
141 * fixed bug when fading out to game screen with border mask defined
144 * added attribute ".tile_size" for element style game panel controls
147 * added <space> key as additional valid key to use for confirm requester
150 * improved menu fading, adding separate fading definitions for entering
151 and leaving a "content" screen (in general), and optional definitions
152 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
155 * added (currently invisible) setup option to define scroll delay value
156 * fixed small bug in priority handling when auto-detecting level start
157 position in levels without player element (but player from CE etc.)
158 * added option "game.forced_scroll_delay_value" to override user choice
159 of scroll delay value for certain level sets with "graphicsinfo.conf"
160 * replaced setup option "scroll delay: on/off" by new setup option that
161 directly allows selecting the desired scroll delay value from 0 to 8
164 * added displaying of most game panel control elements (not animated)
167 * added new configuration directives to display additional game engine
168 values on the game control panel, like the following examples:
169 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
170 - game.panel.penguins - number of penguins to rescue
171 - game.panel.level_name - level name of current level
174 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
177 * added new player option "no centering when relocating" for "invisible"
178 teleportations to level areas that look exactly the same, giving the
179 illusion that the player did not relocate at all (this was the default
180 since 3.2.3, but caused visual problems with room creation in "Zelda")
181 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
184 * improved menu fading, adding separate fading definitions for entering
185 and leaving a menu and for fading between menu and "content" screens
186 * fixed small bug with recognizing also ".font_xyz" style definitions
189 * improved menu fading, adding separate fading definitions for fading
190 between menu screens and fading between menu and "destination" screens
193 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
194 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
195 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
196 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
198 * improved title fading, allowing fading animation types "none", "fade"
199 and "crossfade" (including cross-fading of last title to main menu)
202 * added configurability of graphics, sounds and music for title screens,
203 which are separated into initial title screens (only shown once at
204 program startup) and title screens shown for a given level set; these
205 title screens can be composed of up to five title images and up to
206 five title text messages (each drawn using an optional background
207 image), also using background music and/or sounds; aspects like
208 background images, sounds and music of title screens can either be
209 defined generally (valid for all title screens) or specifically (and
210 therefore differently for each title screen) using these directives:
212 to define a background image, sound or music file for all screens:
213 - background.TITLE_INITIAL (for all title screens for game startup)
214 - background.TITLE (for all title screens for level sets)
216 to define a background image, sound or music file for a single screen:
217 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
218 - background.titlescreen_x (with x in 1,2,3,4,5)
219 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
220 - background.titlemessage_x (with x in 1,2,3,4,5)
222 to define the title screen images:
223 - titlescreen_initial_x (with x in 1,2,3,4,5)
224 - titlescreen_x (with x in 1,2,3,4,5)
226 to define the title text messages, place text files into the level set
227 directory that have the following file names:
228 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
229 - titlemessage_x.txt (with x in 1,2,3,4,5)
231 to define the properties of the text messages, either use directives
232 that affect all text messages:
233 - [titlemessage_initial].<suffix>
234 - [titlemessage].<suffix>
235 or use directives that affect single text messages:
236 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
237 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
239 valid values for <suffix> are the same as for readme.<suffix> below;
240 use ".sort_priority" (default: 0) to define an arbitrary order for
241 title images and title messages (which can therefore be mixed)
244 * added full configurability of "readme.txt" screen appearance:
245 - readme.x: <left position used with alignment>
246 - readme.y: <top position>
247 - readme.width: <maximim text width in pixels>
248 - readme.height: <maximum text height in pixels>
249 - readme.chars: <maximum number of chars per line>
250 - readme.lines: <maximum number of lines displayed>
251 - readme.align: left,center,right (default: center)
252 - readme.top: top,middle,bottom (default: top)
253 - readme.font: font name
254 - readme.autowrap: true,false (default: true)
255 - readme.centered: true,false (default: false)
256 - readme.parse_comments: true,false (default: true)
257 - readme.sort_priority: (not used here, but only for title screens)
258 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
259 default), they are automatically determined from "readme.width" and
260 "readme.height" accordingly; when they are not "-1", they have
261 precedence over "readme.width" and "readme.height"
262 * added internal ad-hoc config settings for displaying text files like
263 title messages or "readme.txt" style level set info files:
264 - .font: font name (default: readme.font)
265 - .autowrap: true,false (default: readme.autowrap)
266 - .centered: true,false (default: readme.centered)
267 - .parse_comments: true,false (default: readme.parse_comments)
268 (the leading '.' and the separating ':' are mandatory here); to use
269 these ad-hoc settings, they have to be written inside a comment, like
270 "# .autowrap: false" or "# .centered: true"; these settings then
271 override the above global settings (they can even be used more than
272 once, like "# .centered: true", then some text that should be drawn
273 centered, then "# .centered: false" to go back to non-centered text;
274 important note: after using "# .parse_comments: false", or when using
275 "readme.parse_comments: false", detecting and parsing comments inside
276 the file is disabled and comments are just printed like normal text;
277 also be aware that all automatic text size calculations are done with
278 the font defined in "readme.font", while using different fonts using
279 "# .font: <font>" inside the text file may cause unexpected results
282 * changed some numerical limits in the level editor from 255 to 999
285 * added option "system.sdl_videodriver" to select SDL video driver
286 * added output of SDL video and audio driver to "version info" page
289 * added group element drawing to IntelliDraw drawing functions
290 * fixed animation resetting problem again (last try broke Snake Bite)
291 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
294 * added new (special) "include: <filename>" directive that works in all
295 configuration files (like "graphicsinfo.conf") and that has the same
296 effect as if that directive would be replaced with the content of the
297 specified file (this can be useful to split large configuration files
298 into several smaller ones and include them from one main file, or to
299 store configuration settings that always stay the same into a separate
300 file, while including it and only add those parts that really change)
303 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
306 * fixed bug in "InitMovingField()" where treating an integer array as
307 boolean caused wrong resetting of animations while elements are moving
308 * fixed problem with resetting animations when starting element change
311 * added sort priority for order of title screens and title messages
314 * changed end of game again: do not wait for the user to press a key
315 anymore, but directly ask/confirm tape saving and go to hall of fame
316 * re-enabled quitting of lost game by pressing space or return again
317 * added blanking of mouse pointer when displaying title screens
318 * added remaining menu draw offset definitions for info sub-screens
321 * added setup option to select game speed (from very slow to very fast)
322 * improved handling of title text messages (initial and for level set)
325 * added new options "auto-wrap" and "centered" for DC2 style envelopes
328 * fixed displaying and typing of player name when it is centered
329 * added special characters to be allowed for player name (not only A-Z)
332 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
333 (newer versions of the SDL library seem to not like this anymore)
336 * added code for configuration directives for control of game panel
339 * fixed small cosmetical bug with underlining property tabs in editor
342 * fixed small drawing bug in X11FadeRectangle
343 * added new elements for newly supported Diamond Caves II levels:
344 - EM/DC style exits that disappear after passing
345 - white key and gate (one white key needed for each white gate)
346 - fake gate (there is no key to open/pass this kind of gate!)
347 - extended magic wall which also handles pearls and crystals
351 * changed maximum value for endless loop detection to a higher value
352 (some levels really used very deep recursion without being endless)
355 * added new elements for newly supported Diamond Caves II levels:
356 - growing steel walls
357 - snappable land mine
360 * added new elements for newly supported Diamond Caves II levels:
361 - steel text elements
364 * added level file loader for native Diamond Caves II levels
367 * version number set to 3.2.4
370 * version 3.2.3 released
373 * fixed malloc/free bug when updating EMC artwork entries in level list
374 * added workaround (warning and request to quit the current game) when
375 changing elements cause endless recursion loop (which would otherwise
376 freeze the game, causing a crash-like program exit on some systems)
379 * fixed nasty string overflow bug when entering too long envelope text
382 * added feedback sounds for menu navigation "menu.item.activating" and
383 "menu.item.selecting" (for highlighting and executing menu entries)
386 * improved "no scrolling when relocating" to also consider scroll delay
387 (meaning that the player is not automatically centered in this case;
388 this makes it possible to "invisibly" relocate the player to a region
389 of the level playfield which looks the same as the old level region)
390 * fixed bug with not recognizing "main.input.name.align" when active
393 * fixed bug with displaying masked borders over title screens when
394 screen fading is disabled
397 * fixed infinite loop / crash bug when killing the player while having
398 a CE with the setting "kill player X when explosion of <player X>"
399 * added special editor graphic for "char_space" to distinguish it from
400 "empty_space" when editing a level (in-game graphics still the same)
403 * fixed nasty bug with initialization only done for the first player
406 * small change to handle loading empty element/content list micro chunks
409 * uploaded pre-release (test) version 3.2.3-0 binary and source code
412 * some optimizations on startup speed by reducing initial text output
415 * added caching of custom artwork information for faster startup times
418 * fixed graphical bug when using fewer menu entries on level selection
419 screen than usual (with "menu.list_size.LEVELS" directive)
420 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
421 the backbuffer to the backbuffer by error (with identical rectangle)
424 * fixed bug when displaying titlescreen with size less than element tile
425 * fixed bug that caused elements with "change when digging <e>" event
426 to change for _every_ digged element, not only those specified in <e>
427 * fixed bug that caused impact style collision when dropping element one
428 tile over the player that can both fall down and smash players
429 * fixed bug that caused impact style collision when element changed to
430 falling/smashing element over the player immediately after movement
433 * fixed bug that allowed making engine snapshots from the level editor
436 * fixed bugs with player name and current level positions on main screen
439 * added configuration directives for control of title screens:
440 - "title.fade_delay" for fading time
441 - "title.post_delay" for pause between screens (when not crossfading)
442 - "title.auto_delay" to automatically continue after some time
443 these settings can each be overridden by specifying them with titles:
444 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
445 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
446 fading mode can also be specified:
447 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
448 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
449 default is using normal fading for menues and initial title screens,
450 while using cross-fading for level set title screens
451 * fixed bug with background not drawn in Hall of Fame after game was won
454 * added configuration directives for the remaining main menu items
457 * added additional configuration directives for info screen draw offset:
458 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
459 * added additional configuration directives for preview info text
460 * limited mouse wheel sensitive screen area to scrollable screen area
463 * added highlighted menu text entries to menu navigation when selected
466 * fixed bug that prevented player from correctly being created in the
467 top left corner by a custom element change in a level without player
468 * fixed bug that prevented player from being killed when indestructible,
469 non-walkable element is placed on player position by extended change
470 * added configurable menu button, text and input positions to main menu
473 * added page fading effects for remaining info sub-screens
474 * fixed small bug that caused some delays when answering door request
477 * added directives "border.draw_masked.*" for menu/playfield area and
478 door areas to display overlapping/masked borders from "global.border"
481 * fixed bug with CE with move speed "not moving" not being animated
482 * when changing player artwork by CE action, reset animation frame
485 * fixed bug with not unmapping main menu screen gadgets on other screens
486 * fixed bug with un-pausing a paused game by releasing still pressed key
487 * fixed bug with not redrawing screen when toggling to/from fullscreen
488 mode while fast reloading tape (without redrawing playfield contents)
489 * fixed bug with quick-saving tape snapshot despite answering with "no"
492 * version number set to 3.2.3
495 * version 3.2.2 released
498 * fixed bug with redrawing screen in fullscreen mode after quick tape
499 reloading when using the EMC game engine
500 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
503 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
506 * added engine snapshot functionality for instant tape reloading (this
507 only works for the last tape saved using "quick save", and does not
508 work across program restarts, because it completely works in memory)
511 * version number set to 3.2.2
514 * version 3.2.1 released
517 * fixed nasty bugs with handling error message file on Mac OS X systems
520 * general code cleanup (removing many annoying "#if 0" blocks etc.)
523 * fixed bug that caused broken tapes when manually appending to tapes
524 using the "pause before death" functionality, followed by recording
525 * added setup option to disable fading of screens for faster testing
528 * code cleanup of new fading functions
531 * changed behaviour after solved game -- do not immediately stop engine
532 * added some more smooth screen fadings (game start, hall of fame etc.)
535 * fixed bug with displaying pushed CE with value/score/delay anim_mode
538 * added configurable level preview position, tile size and dimensions
539 * added configurable game panel value positions (gems, time, score etc.)
542 * fixed small bug with time displayed incorrectly when collecting CEs
545 * fixed bug with bumpy scrolling with EM engine in double player mode
548 * added compatibility code to fix "Snake Bite" style levels that were
549 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
552 * fixed bug with scrollbars inside editor when using the Windows mouse
553 enhancement tool "True X-Mouse" (which injects key events to the event
554 queue to insert selected stuff into the Windows clipboard, which gets
555 confused with the "Insert" key for jumping to the last editor cascade
556 block in the element list)
557 * added Rocks'n'Diamonds icon for use as window icon to SDL version
558 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
561 * added selection of preferred fullscreen mode to setup / graphics menu
562 (useful if default mode 800 x 600 does not match screen aspect ratio)
565 * improved down-scaling of images for better editor and preview graphics
566 * changed user data directory for Mac OS X from Unix style to new place
569 * improved level number selection in main menu and player selection in
570 setup menu (input devices section) by using standard button gadgets
571 * added support for mouse scroll wheel (caused buggy behaviour before)
572 * added support for scrolling horizontal scrollbars with mouse wheel by
573 holding "Shift" key pressed while scrolling the wheel
574 * added support for single step mouse wheel scrolling by holding "Alt"
575 key pressed while scrolling the wheel (can be combined with "Shift")
576 * changed output file "stderr.txt" on Windows platform now always to be
577 created in the R'n'D sub-directory of the personal documents directory
578 * added Windows message box to direct to "stderr.txt" after error aborts
581 * improved general scrollbar handling (when jump-scrolling scrollbars)
584 * changed scrollbars to always show last line as first after scrolling
585 (that means jumping n - 1 screen lines instead of n screen lines)
588 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
589 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
590 * fixed special handling of vertically stacked acid becoming fake acid
593 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
594 affect multiple instances of the same CE, although this kind of
595 change condition usually only affects one single custom element
598 * version number set to 3.2.1
601 * version 3.2.0 released
604 * reorganized level editor element list a bit to match engines better
607 * fixed newly introduced bug with wrongly initializing clipboard element
610 * fixed bug with displaying visible/invisible level border in editor
613 * reorganized some elements in the level editor element list
616 * fixed bug with displaying any player as "yellow" when moving into acid
617 * fixed bug with displaying running player when player stopped at border
620 * fixed bug with player exploding when moving into acid
621 * fixed bug with level settings being reset in editor and when playing
622 (some compatibility settings being set not only after level loading)
623 * fixed crash bug when number of custom graphic frames was set to zero
624 * fixed bug with teleporting player on walkable tile not working anymore
625 * added partial compatibility support for pre-release-only "CONF" chunk
626 (to make Alan Bond's "color cycle" demo work again :-) )
629 * fixed some bugs when displaying title screens from info screen menu
630 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
633 * changed file major version to 3 to reflect level file format changes
634 * uploaded pre-release (test) version 3.2.0-8 binary and source code
637 * added new chunk "NAME" to level file format for level name settings
638 * added new chunk "NOTE" to level file format for envelope settings
639 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
640 * updated magic(5) file to recognize changed and new level file chunks
641 * removed change events "change when CE value/score changes" as unneeded
644 * changed gravity (which only affects the player) from level property
645 to player property (only makes a difference in multi-player levels)
646 * added change events "change when CE value/score changes"
647 * added change events "change when CE value/score changes of <element>"
650 * added new chunk "INFO" to level file format for global level settings
651 * added all element settings from "HEAD" chunk to "CONF" chunk
652 * added all global level settings from "HEAD" chunk to "INFO" chunk
655 * changed level file format by adding two new chunks "CUSX" (for custom
656 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
657 elements, replacing the previous "GRP1" chunk); these new IFF style
658 chunks use the new and flexible "micro chunks inside chunks" technique
659 already used with the new "CONF" chunk (for normal element properties)
660 which makes it possible to easily extend the existing level format
661 (instead of using fixed-length chunks like before, which are either
662 too big due to reserved bytes for future use, or too small when those
663 reserved bytes have all been used and even more data should be stored,
664 requiring the replacement by new and larger chunks just like it went
665 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
668 * added credits pages to the "credits" section that were really missing
669 * added some missing element descriptions to the level editor
670 * added down position of switchgate switch to the level editor
671 and allowed the use of both switch positions at the same time
672 * changed use of "Insert" and "Delete" keys to navigate element list in
673 level editor to start of previous or next cascading block of elements
676 * added the possibility to view the title screen to the info screen menu
677 * fixed some minor bugs with viewing title screens
680 * fixed bug with title (cross)fading in/out when using fullscreen mode
683 * fixed bug that forced re-defining of menu settings in local graphics
684 config file which are already defined in existing base config file
685 * fixed small bug that caused door sounds playing when music is enabled
688 * added the possibility to define up to five title screens for each
689 level set that are displayed after loading using (cross)fading in/out
690 (this was added to display the various start images of the EMC sets)
693 * added "CE score gets zero [of]" to custom element trigger conditions
694 * added setup option to display element token name in level editor
697 * added compatibility code for Juergen Bonhagen's menu artwork settings
700 * fixed bug with displaying wrong animation frame 0 after CE changes
701 * fixed bug with creating invisible elements when light switch is on
704 * added selection between ECS and AGA graphics for EMC levels to setup
707 * adjusted font handling for various narrow EMC style fonts
710 * changed EM engine behaviour back to re-allow initial rolling springs
713 * fixed handling of over-large selectboxes (less error-prone now)
714 * fixed bug when creating GE with walkable element under the player
717 * added use of "Insert" and "Delete" keys to navigate element list in
718 level editor to start of custom elements or start of group elements
719 * added virtual elements to access CE value and CE score of elements:
720 - "CE value of triggering element"
721 - "CE score of triggering element"
722 - "CE value of current element"
723 - "CE score of current element"
726 * fixed "grass" to "sand" in older EM levels (up to file version V4)
729 * changed behaviour of network games with internal errors (because of
730 different client frame counters) from immediately terminating R'n'D
731 to displaying an error message requester and stopping only the game
732 (also to prevent impression of crashes under non command-line runs)
733 * fixed playing network games with the EMC engine (did not work before)
734 * fixed bug with not scrolling the screen in multi-player mode with the
735 focus on player 1 when all players are moving in different directions
736 * fixed bug with keeping pointer to gadget even after its deallocation
737 * fixed bug with allowing "focus on all players" in network games
738 * fixed bug with player focus when playing tapes from network games
741 * uploaded pre-release (test) version 3.2.0-7 binary and source code
744 * code cleanup for game action control for R'n'D and EMC game engine
747 * fixed bug in multi-player movement with focus on both players
748 * added option to control only the focussed player with all input
751 * added player focus switching to level tape recording and re-playing
754 * fixed some bugs in player focus switching in EMC and RND game engine
757 * added special Supaplex animations for Murphy digging and snapping
758 * added special Supaplex animations for Murphy being bored and sleeping
761 * added four new yam yams with explicit start direction for EMC engine
762 * fixed bug in src/libgame/text.c with printing text outside the window
765 * fixed small bug in EMC level loader (copyright sign in EM II levels)
768 * added delayed ignition of EM style dynamite when used in R'n'D engine
769 * added limited movement range to EMC engine when focus on all players
772 * fixed bug with missing (zero) score values for native Supaplex levels
775 * added "continuous snapping" (snapping many elements while holding the
776 snap key pressed, without releasing the snap key after each element)
777 as a new player setting for more compatibility with the classic games
780 * finished scrolling for "focus on all players" in EMC graphics engine
783 * level sets with "levels: 0" are ignored for levels, but not artwork
784 * fixed bug when scanning empty level group directories (endless loop)
787 * fixed bug with explosion graphic for player using "Murphy" graphic
788 * fixed bug with explosion graphic if player leaves explosion in time
789 * changed some descriptive text in setup menu to use medium-width font
790 * added key shortcut settings for switching player focus to setup menu
793 * fixed bug with random value initialization when recording tapes
794 * fixed bug with playing single player tapes when team mode activated
797 * fixed little bug when trying to switch to player that does not exist
800 * added player switching (visual and quick) to R'n'D and EM game engine
801 * added setup option to select visual or quick in-game player switching
804 * added use of "Home" and "End" keys to handle element list in editor
807 * fixed bug with adding score when playing tape with EMC game engine
808 * added steel wall border for levels using EMC engine without border
809 * finally fixed delayed scrolling in EMC engine also for small levels
812 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
815 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
816 * fixed bug when displaying info element without action, but direction
819 * fixed minor graphical problems with springs smashing and slurping
820 (when using R'n'D style graphics instead of EMC style graphics)
823 * added scroll delay (as configured in setup) to EMC graphics engine
826 * improved screen redraw for EMC graphics engine (faster and smoother)
827 * when not scrolling, do not redraw the whole playfield if not needed
830 * added multi-player mode for EMC game engine (with up to four players)
833 * added android (can clone elements) from EMC engine to R'n'D engine
836 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
839 * added selectbox for initial player speed to player settings in editor
842 * version 3.1.2 created that is basically version 3.1.1, but with a
843 major bug fixed that prevented editing your own private levels
844 * version 3.1.2 released
847 * added magic ball (creates elements) from EMC engine to R'n'D engine
850 * uploaded fixed pre-release version 3.2.0-6 binary and source code
853 * fixed bug when using "CE can leave behind <trigger element>"
854 * added new change condition "(after/when) creation of <element>"
855 * added new change condition "(after/when) digging <element>"
856 * fixed bug accessing invalid gadget that caused crashes under Windows
857 * deactivated new possibility for multiple CE changes per frame
860 * uploaded pre-release (test) version 3.2.0-6 binary and source code
863 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
864 * fixed bug with not keeping CE value for moving CEs with only action
865 * changed CE action selectboxes in editor to be only reset when needed
868 * added option "use artwork from element" for custom player artwork
869 * added option "use explosion from element" for player explosions
872 * added cascaded element lists in the level editor
873 * added persistence for cascaded element lists by "editorcascade.conf"
874 * added dynamic element list with all elements used in current level
875 * added possibility for multiple CE changes per frame (experimental)
878 * uploaded pre-release (test) version 3.2.0-5 binary and source code
881 * changed "score for each 10 seconds/steps left" to "1 second/step"
882 * added own score for collecting "extra time" instead of sharing it
883 * added change events "switched by player" and "player switches <e>"
884 * added change events "snapped by player" and "player snaps <e>"
885 * added "set player artwork: <element choice>" to CE action options
886 * added change event "move of <element>"
889 * added "set player shield: off / normal / deadly" to CE action options
890 * added new player option "use level start element" in level editor
891 to set the correct focus at level start to elements from which the
892 player is created later (this did not work before for cascaded CE
893 changes resulting in creation of the player; it is now also possible
894 to create the player from a yam yam which is smashed at level start)
897 * added "set player speed: frozen (not moving)" to CE action options
898 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
901 * added new player option "block snap field" (enabled by default) to
902 make it possible to show a snapping animation like in Emerald Mine
905 * added dynamic selectboxes to custom element action settings in editor
906 * added "CE value" counter for custom elements (instead of "CE count")
907 * added option to use the last "CE value" after custom element change
908 * added option to use the "CE value" of other elements in CE actions
909 * fixed odd behaviour when pressing time orb in levels w/o time limit
910 * added checkbox "use time orb bug" for older levels that use this bug
913 * added missing configuration settings for the following elements:
914 - EL_TIMEGATE_SWITCH (time of open time gate)
915 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
916 - EL_SHIELD_NORMAL (time of shield duration)
917 - EL_SHIELD_DEADLY (time of shield duration)
918 - EL_EXTRA_TIME (time added to level time)
919 - EL_TIME_ORB_FULL (time added to level time)
922 * added "wind direction" as a movement pattern for custom elements
923 * added initial wind direction for balloon / custom elements to editor
924 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
927 * added parameters for "game of life" and "biomaze" elements to editor
930 * added level file chunk "CONF" for generic level and element settings
933 * uploaded pre-release (test) version 3.2.0-4 binary and source code
936 * skip empty level sets (with "levels: 0"; may be artwork base sets)
937 * added sound action ".page[1]" to ".page[32]" for each CE change page
940 * added image config suffix ".clone_from" to copy whole image settings
941 * fixed bug with invalid ("undefined") CE settings in old level files
944 * fixed graphical bug with smashing elements falling faster than player
947 * fixed major bug which prevented private levels from being edited
948 * fixed bug with precedence of general and special font definitions
951 * fixed graphical bug with player animation when player moves slowly
954 * uploaded pre-release (test) version 3.2.0-3 binary and source code
957 * fixed bug which prevented "global.num_toons: 0" from working
960 * major code cleanup (removed all these annoying "#if 0" blocks)
963 * added custom element actions for CE change page in level editor
966 * fixed music initialization bug in init.c (thanks to David Binderman)
967 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
968 (this bug must probably be fixed at other places, too)
971 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
972 (should be '#include <SDL.h>' instead)
975 * fixed bug which prevented "walkable from no direction" from working
976 (due to compatibility code overwriting this setting after loading)
979 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
982 * version number temporarily set to 3.1.1 (intermediate bugfix release)
983 * version 3.1.1 released
986 * changed some va_arg() arguments from 'long' to 'int', fixing problems
987 on 64-bit architecture systems with LP64 data model
990 * fixed bug with bombs not exploding when hitting the last level line
991 (introduced after the release of 3.1.0)
994 * added support for dumping small-sized level sketches from editor
997 * added recognition of "trigger element" for "change digged element to"
998 (this is not really what the "trigger element" was made for, but its
999 use may seem obvious for leaving back digged elements unchanged)
1002 * fixed multiple warnings about failed joystick device initialization
1005 * fixed bug with dynamite dropped on top of just dropped custom element
1006 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1007 dynamite can still be dropped, but drop key must be released before
1010 * fixed bug with wrong start directory when started from file browser
1011 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1014 * fixed bug causing "change when impact" on player not working
1015 * fixed wrong priority of "hitting something" over "hitting <element>"
1016 * fixed wrong priority of "hit by something" over "hit by <element>"
1019 * fixed graphical bug which caused the player (being Murphy) to show
1020 collecting animations although the element was collected by penguin
1023 * fixed two bugs causing wrong door background graphics in system.c
1024 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1027 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1028 * added "no direction" to "walkable/passable from" selectbox options
1031 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1032 * in tape autoplay, not only report broken, but also missing tapes
1035 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1038 * fixed small bug with "linear" animation not working for active lamp
1041 * fixed bug with moving up despite gravity due to "block last field"
1042 * fixed small bug with wrong draw offset when typing name in main menu
1043 * when reading user names from "passwd", ignore data after first comma
1044 * when creating new "levelinfo.conf", only write some selected entries
1047 * fixed displaying "imported from/by" on preview with empty string
1048 * fixed ignoring draw offset for fonts used for level preview texts
1051 * fixed a delay problem with SDL and too many mouse motion events
1052 * added setup option "skip levels" and level skipping functionality
1055 * added move speed "not moving" for non-moving CEs, but with direction
1058 * fixed mapping of obsolete element token names in "editorsetup.conf"
1059 * fixed bug with sound "acid.splashing" treated as a loop sound
1060 * fixed some little sound bugs in native EM engine
1063 * fixed small bug when dragging scrollbars to end positions
1066 * added editor element descriptions written by Aaron Davidson
1069 * improved fallback handling when configured artwork is not available
1070 (now using default artwork instead of exiting when files not found)
1073 * fixed bug on level selection screen when dragging scrollbar
1076 * fixed bug which caused broken tapes when appending to EM engine tapes
1079 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1082 * added code to replace changed artwork config tokens with other tokens
1083 (needed for backwards compatibility, so that older tokens still work)
1086 * added native R'n'D graphics for some new EMC elements in EM engine
1089 * fixed some bugs in the EM engine integration code
1090 * changed EM engine code to allow diagonal movement
1091 * changed EM engine code to allow use of separate snap and drop keys
1094 * fixed some redraw bugs when using EM engine
1097 * fixed bug with not converting RND levels which are set to use native
1098 engine to native level structure when loading
1101 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1104 * version number set to 3.2.0
1107 * level data now reset to defaults after attempt to load invalid file
1110 * added use of "editorsetup.conf" for different level sets
1113 * added auto-detection for various types of Emerald Mine level files
1116 * fixed bug with scrollbars getting too small when list is very large
1119 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1122 * added most level editor configuration gadgets for new EMC elements
1125 * added more element and graphic definitions for new EMC elements
1128 * modified native EM engine to use integrated R'n'D sound system
1131 * added SDL support to graphics functions in native EM engine
1132 (by always using generic libgame interface functions)
1135 * fixed bug in frame synchronization in native EM engine
1138 * added code to convert levels between R'n'D and native EM engine
1141 * new Emerald Mine engine can now play levels selected in main menu
1144 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1145 (which creates scaled down graphics for level editor and preview);
1146 there's still a memory leak somewhere in the artwork handling code
1147 * added "scale image up" functionality to X11 version of zoom function
1150 * first attempts to integrate new, native Emerald Mine Club engine
1153 * fixed bug in gadget code which caused reset of CEs in level editor
1154 (example: pressing 'b' [grab brush] on CE config page erased values)
1155 (solution: check if gadgets in ClickOnGadget() are really mapped)
1156 * improved level change detection in editor (settings now also checked)
1157 * fixed bug with "can move into acid" and "don't collide with" state
1160 * fixed maze runner style CEs to use the configured move delay value
1163 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1166 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1167 * fixed the above fix because it broke level set "machine" (*sigh*)
1168 * fixed random element placement in level editor to work as expected
1169 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1172 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1175 * fixed bug (missing array boundary check) which caused broken tapes
1176 * fixed bug (when loading level template) which caused broken levels
1177 * fixed bug with new block last field code when using non-yellow player
1180 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1181 * internal change of how the player blocks the last field when moving
1182 * fixed blocking delay of last field for EM and SP style block delay
1183 * fixed bug where the player had to wait for the usual move delay after
1184 unsuccessfully trying to move, when he directly could move after that
1185 * the last two changes should make original Supaplex level 93 solvable
1186 * improved use of random number generator to make it less predictable
1187 * fixed behaviour of slippery SP elements to let slip left, then right
1190 * fixed bug with wrong door state after trying to quickload empty tape
1191 * fixed waste of static memory usage of the binary, making it smaller
1192 * fixed very little graphical bug in Supaplex explosion
1195 * version number set to 3.1.1
1198 * version 3.1.0 released
1201 * fixed bug with crash when writing user levelinfo.conf the first time
1204 * added option "convert LEVELDIR [NR]" to command line batch commands
1205 * re-converted Supaplex levels to apply latest engine fixes
1206 * changed "use graphic/sound of element" to "use graphic of element"
1207 due to compatibility problems with some levels ("bug machine" etc.)
1210 * fixed bug with CE change replacing player with same or other player
1213 * fixed bug with opaque font in envelope with background graphic when
1214 background graphic is not transparent itself
1217 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1218 * corrected original Supaplex level loading code to use these new ports
1219 * also corrected Supaplex loader to auto-count infotrons if set to zero
1222 * fixed bug with missing initialization of "modified" flag for GEs
1225 * fixed bug that caused endless recursion loop when relocating player
1226 * fixed tape recorder bug in "step mode" when using "pause before end"
1227 * fixed tape recorder bug when changing from "warp forward" mode
1230 * fixed bug with "when touching" for pushed elements at last position
1233 * fixed bug that caused two activated toolbox buttons in level editor
1234 * fixed bug with exploding dynabomb under player due to other explosion
1237 * fixed bug with creating walkable custom element under player (again)
1238 * fixed bug with not copying explosion type when copying CEs in editor
1239 * fixed graphical bug when drawing player in setup menu (input devices)
1240 * fixed graphical bug when the player is pushing an accessible element
1241 * fixed bug with classic switchable elements triggering CE changes
1242 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1243 * fixed crash bug when CE leaves behind the trigger player element
1246 * fixed bug with broken tubes after placing/exploding dynamite in them
1247 * fixed bug with exploding dynamite under player due to other explosion
1248 * fixed bug with not resetting push delay under certain circumstances
1251 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1252 * added network multiplayer code for Windows (thanks to Niko Böhm)
1255 * added option "reachable despite gravity" for gravity movement
1256 * changed gravity movement of most classic walkable and passable
1257 elements back to "not reachable" (for compatibility reasons)
1260 * fixed (removed) "indestructible" / "can explode" dependency in editor
1261 * fixed (removed) "accessible inside" / "protected" dependency
1262 * fixed (removed) "step mode" / "shield time" dependency
1265 * fixed dynabombs exploding now into anything diggable
1266 * fixed Supaplex style gravity movement into buggy base now impossible
1267 * added pressing key "space" as valid action to select menu options
1270 * added "replace when walkable" to relocate player to walkable element
1271 * added "enter"/"leave" event for elements affected by relocation
1272 * fixed "direct"/"indirect" change order also for "when change" event
1273 * fixed graphical bug when pushing things from elements walkable inside
1276 * fixed graphic bug when player is snapping while moving in old levels
1277 * fixed bug when a moving custom element leaves a player element behind
1278 * fixed bug with mole not disappearing when moving into acid pool
1279 * fixed bug with incomplete path setting when using "--basepath" option
1280 * moving CE can now leave walkable elements behind under the player
1281 * when relocating, player can be set on walkable element now
1282 * fixed another gravity movement bug
1285 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1288 * added "collectible" and "removable" to extended replacement types
1289 (where "removable" replaces "diggable" and "collectible" elements)
1290 * added "collectible & throwable" (to throw element to the next field)
1291 * fixed bug with CEs digging elements that are just about to explode
1292 * changed mouse cursor now always being visible when game is paused
1295 * added possibility to push/press accessible elements from a side that
1297 * fixed bug with not setting actual date when appending to tape
1300 * fixed bug with incorrectly initialized custom element editor graphics
1303 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1304 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1307 * fixed bug with destroyed robot wheel still attracting robots forever
1308 * fixed bug with time gate switch deactivating after robot wheel time
1309 (while the time gate itself is not affected by this misbehaviour)
1310 * changed behaviour of BD style amoeba to always get blocked by player
1311 (before it was different when there were non-BD elements in level)
1312 * fixed bug with player destroying indestructable elements with shield
1315 * added option to make growing elements grow into anything diggable
1316 (for the various amoeba types, biomaze and "game of life")
1319 * fixed bug with movable elements not moving after left behind by CEs
1320 * changed gravity movement to anything diggable, not only sand/base
1321 * optionally allowing passing to walkable element, not only empty space
1322 * added option "can pass to walkable element" for players
1323 * finally fixed gravity movement (hopefully)
1326 * fixed bug with movable elements not moving anymore after falling down
1329 * fixed another bug with custom elements digging and leaving elements
1330 * fixed bug with "along left/right side" and automatic start direction
1331 * trigger elements now also displayed when "more custom" deactivated
1332 * fixed bug with clipboard element initialized when loading new level
1333 * added option "drop delay" to set delay before dropping next element
1336 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1339 * added copy and paste functions for custom change pages
1340 * enhanced graphical display and functionality of tape recorder
1341 * fixed bug with custom elements digging and leaving elements
1344 * added move speed faster than "very fast" for custom elements
1345 * fixed bug with 3+3 style explosions and missing border content
1346 * fixed little bug when copying custom elements in the editor
1347 * enhanced custom element changes by more side trigger actions
1350 * added option "no scrolling when relocating" for instant teleporting
1351 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1354 * added trigger element and trigger player to use as target elements
1355 * added copy and paste functions for custom and group elements
1358 * fixed graphical bug when displaying explosion animations
1359 * fixed bug when appending to tapes, resulting in broken tapes
1360 * re-recorded a few tapes broken by fixing gravity checking bug
1363 * "can move into acid" property now for all elements independently
1364 * "can fall into acid" property for player stored in same bitfield now
1365 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1366 * version number set to 3.1.0 (finally!)
1369 * changed tape recording to only record input, not programmed actions
1372 * fixed totally broken (every 8th frame skipped) step-by-step recording
1373 * fixed bug with requester not displayed when quick-loading interrupted
1374 * added option "can fall into acid (with gravity)" for players
1375 * fixed bug with player not falling when snapping down with gravity
1378 * fixed bug which messed up key config when using keypad number keys
1381 * fixed bug which allowed moving upwards even when gravity was active
1382 * fixed bug with missing error handling when dumping levels or tapes
1385 * added different colored editor graphics for Supaplex gravity tubes
1388 * fixed bug that allowed solvable tapes for unsolvable levels
1391 * use unlimited number of droppable elements when "count" set to zero
1392 * added option to use step limit instead of time limit for level
1395 * added player and change page as trigger for custom element change
1398 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1401 * fixed bug with dark yamyam changing to acid when moving over acid
1402 * fixed handling of levels with more than 999 seconds level time
1403 (example: level 76 of "Denmine")
1406 * "spring push bug" reintroduced as configurable element property
1407 * fixed bug with missing properties for "mole"
1408 * fixed bug that showed up when fixing the above "mole" properties bug
1409 * added option "can move into acid" for all movable elements
1410 * fixed graphical bug for elements moving into acid
1411 * changed event handling to handle all pending events before going on
1414 * fixed bug which caused all CE change pages to be ignored which had
1415 the same change event, but used a different element side
1416 (reported by Simon Forsberg)
1418 * fixed bug which caused elements that can move and fall and that are
1419 transported by a conveyor belt to continue moving into that direction
1420 after leaving the conveyor belt, regardless of their own movement
1421 type; only elements which can not move are transported now
1422 (reported by Simon Forsberg)
1424 * fixed bug which could cause an array overflow in RelocatePlayer()
1425 (reported by Niko Böhm)
1427 * changed Emerald Mine style "passable / over" elements to "protected"
1428 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1430 * added new option to select from which side a "walkable/passable"
1431 element can be entered
1434 * added explosion and ignition delay for elements that can explode
1437 * fixed bug which caused player not being protected against enemies
1438 when a CE was "walkable / inside" and was not "indestructible"
1439 * added "walkable/passable" fields to be "protected/unprotected"
1440 against enemies, even if not accessible "inside" but "over/under"
1443 * corrected move pattern to 32 bit and initial move direction to 8 bit
1446 * added second custom element base configuration page
1449 * added some special EMC mappings to Emerald Mine level loader
1450 (also covering previously unknown element in level 0 of "Bondmine 8")
1453 * added option to block last field when player is moving (for Supaplex)
1454 * adjusted push delay of Supaplex elements
1455 * removed delays for envelopes etc. when replaying with maximum speed
1456 * fixed bug when dropping element on a field that just changed to empty
1459 * fixed bug: infotrons can now smash yellow disks
1460 * fixed bug: when gravity active, port above player can now be entered
1461 * removed "one white dot" mouse pointer which irritated some people
1464 * added "choice type" for group element selection
1467 * fixed bug with initial invulnerability of non-yellow player
1470 * added level loader for loading native Supaplex packed levels
1471 (including multi-part levels like the "splvls99" levels)
1474 * fixed bug which allowed creating emeralds by escaping explosions
1477 * custom elements can change (limited) or leave (unlimited) elements
1478 * finally added multiple matches using group elements
1479 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1482 * added new start movement type "previous" for continued CE movement
1483 * added new start movement type "random" for random CE movement start
1486 * added new element "sokoban_field_player" needed for Sokoban levels
1487 (thanks to Ed Booker for pointing this out!)
1490 * added elements that can be digged or left behind by custom elements
1493 * added group elements for multiple matches and random element creation
1496 * fixed some graphical errors displayed in old levels
1499 * fixed wrong double speed movement after passing closing gates
1502 * added level loader for loading native Emerald Mine levels
1505 * changes for "shooting" style CE movement
1508 * Happy New Year! ;-)
1511 * changed default snap/drop keys from left/right Shift to Control keys
1514 * fixed bug with dead player getting reanimated from custom element
1517 * fixed bug with wrong penguin graphics (when entering exit)
1520 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1523 * version number set to 3.0.9
1526 * version 3.0.8 released
1529 * added function checked_free()
1532 * fixed bug with double nut cracking sound
1533 (by eliminating "default element action sound" assignment in init.c)
1536 * fixed crash when no music info files are available
1539 * fixed boring and sleeping sounds
1542 * added "maze runner" and "maze hunter" movement types
1543 * added extended collision conditions for custom elements
1546 * added warnings for undefined token values in artwork config files
1549 * added menu entry for level set information to the info screen
1552 * fixed bug with wrong default impact sound for colored emeralds
1555 * added several sub-screens for the info screen
1556 * menu text now also clickable (not only blue/red sphere left of it)
1559 * added configurable "bored" and "sleeping" animations for the player
1560 * added "awakening" sound for player when waking up after sleeping
1563 * added "copy" and "exchange" functions for custom elements to editor
1566 * added configurable element animations for info screen
1569 * added configurable music credits for info screen
1572 * finally fixed tape recording when player is created from CE change
1575 * added "editorsetup.conf" for editor element list configuration
1578 * added "musicinfo.conf" for menu and level music configuration
1581 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1582 (that only showed up on Linux, but not on Windows systems)
1585 * fixed turning movement of butterflies and fireflies (no frame reset)
1586 * enhanced sniksnak turning movement (two steps instead of only one)
1589 * version number set to 3.0.8
1592 * version 3.0.7 released
1595 * fixed reset of player animation frame when, for example,
1596 walking, digging or collecting share the same animation
1597 * fixed CE with "deadly when touching" exploding when touching amoeba
1600 * fixed tape recording when player is created from CE element change
1603 * introduced "turning..." action graphic for elements with move delay
1604 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1605 * added turning animations for bug, spaceship and sniksnak
1608 * prevent "extended" changed elements from delay change in same frame
1611 * fixed bug when pushing element that can move away to the side
1612 (like pushing falling elements, but now with moving elements)
1615 * finally fixed serious bug in code for delayed element pushing (again)
1618 * unavailable setup options now marked as "n/a" instead of "off"
1619 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1620 to "true", levels are always played with the latest game engine,
1621 which is desired for levels that are imported from other games; all
1622 other levels are played with the engine version stored in level file
1623 (which is normally the engine version the level was created with)
1626 * fixed serious bug in code for delayed element pushing
1627 * fixed little bug in animation frame selection for pushed elements
1628 * speed-up of reading config file for verbose output
1631 * added configuration option for opening and closing Supaplex exit
1632 * added configuration option for moving up/down animation for Murphy
1633 * fixed incorrectly displayed animation for attacking dragon
1634 * fixed bug with not setting initial gravity for each new game
1635 * fixed bug with teleportation of player by custom element change
1636 * fixed bug with player not getting smashed by rock sometimes
1639 * version number set to 3.0.7
1642 * version 3.0.6 released
1645 * added support for MP3 music for SDL version through SMPEG library
1648 * fixed bug when initializing font graphic structure
1649 * fixed bug with animation mode "pingpong" when using only 1 frame
1650 * fixed bug with extended change target introduced in 3.0.5
1651 * fixed bug where passing over moving element doubles player speed
1652 * fixed bug with elements continuing to move into push direction
1653 * fixed bug with duplicated player when dropping bomb with shield on
1654 * added "switching" event for custom elements ("pressing" only once)
1655 * fixed switching bug (resetting flag when not switching but not idle)
1658 * fixed element tokens for certain file elements with ".active" etc.
1661 * version number set to 3.0.6
1664 * version 3.0.5 released
1667 * now four envelope elements available
1668 * font, background, animation and sound for envelope now configurable
1669 * main menu doors opening/closing animation type now configurable
1672 * active/inactive sides configurable for custom element changes
1673 * new movement type "move when pushed" available for custom elements
1676 * fixed bug in multiple config pages loader code that caused crashes
1679 * enhanced (remaining low-resolution) Supaplex graphics
1682 * version number set to 3.0.5
1685 * version 3.0.4 released
1687 2003-09-12 src/tools.c
1688 * fixed bug in custom definition of crumbled element graphics
1690 2003-09-11 src/files.c
1691 * fixed bug in multiple config pages code that caused crashes
1694 * version number set to 3.0.4
1697 * version 3.0.3 released
1700 * added music to Supaplex classic level set
1702 2003-09-07 src/libgame/misc.c
1703 * added support for loading various music formats through SDL_mixer
1705 2003-09-06 (various source files)
1706 * fixed several nasty bugs that may have caused crashes on some systems
1707 * added envelope content which gets displayed when collecting envelope
1708 * added multiple change event pages for custom elements
1710 2003-08-24 src/game.c
1711 * fixed problem with player animation when snapping and moving
1713 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1714 * fixed problem with flickering when drawing toon animations
1716 2003-08-23 src/libgame/sdl.c
1717 * fixed problem with setting mouse cursor in SDL version in fullscreen
1719 2003-08-23 src/game.c
1720 * fixed bug (missing array boundary check) which could crash the game
1723 * version number set to 3.0.3
1726 * version 3.0.2 released
1728 2003-08-21 src/game.c
1729 * fixed bug with creating inaccessible elements at player position
1731 2003-08-20 src/init.c
1732 * fixed bug with not finding current level artwork directory
1734 2003-08-20 src/files.c
1735 * fixed bug with choosing wrong engine version when playing tapes
1736 * fixed bug with messing up custom element properties in 3.0.0 levels
1739 * version number set to 3.0.2
1742 * version 3.0.1 released
1744 2003-08-17 (no source files affected)
1745 * changed all "classic" PCX image files with 16 colors or less to
1746 256 color (8 bit) storage format, because the Allegro game library
1747 cannot handle PCX files with less than 256 colors (contributed
1748 graphics are not affected and might look wrong in the DOS version)
1750 2003-08-16 src/init.c
1751 * fixed bug which (for example) crashed the level editor when defining
1752 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1753 (only set to default) -- invalid graphics now set to default graphic
1755 2003-08-16 src/init.c
1756 * fixed graphical bug of player digging/collecting/snapping element
1757 when no corresponding graphic/animation is defined for this action,
1758 resulting in player being drawn as EL_EMPTY (which should only be
1759 done to elements being collected, but not to the player)
1761 2003-08-16 src/game.c
1762 * fixed small graphical bug of player not totally moving into exit
1764 2003-08-16 src/libgame/setup.c
1765 * fixed bug with wrong MS-DOS 8.3 filename conversion
1767 2003-08-16 src/tools.c
1768 * fixed bug with invisible mouse cursor when pressing ESC while playing
1770 2003-08-16 (various source files)
1771 * added another 128 custom elements (disabled in editor by default)
1773 2003-08-16 src/editor.c
1774 * fixed NULL string bug causing Solaris to crash in sprintf()
1776 2003-08-16 src/screen.c
1777 * fixed drawing over scrollbar on level selection with custom fonts
1779 2003-08-15 src/game.c
1780 * cleanup of simple sounds / loop sounds / music settings
1782 2003-08-08 (various source files)
1783 * added custom element property for dropping collected elements
1785 2003-08-08 src/conf_gfx.c
1786 * fixed bug with missing graphic for active red disk bomb
1788 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1789 * extended variable "level.gravity" to "level.initial_gravity" and
1790 "game.current_gravity" to prevent level setting from being changed
1791 by playing the level (keeping the runtime value after playing)
1793 * fixed graphics bug when digging element that has 'crumbled' graphic
1794 definition, but not 'diggable' graphic definition
1797 * version number set to 3.0.1
1800 * version 3.0.0 released
1803 * various bug fixes; among others:
1804 - fixed bug with pushing spring over empty space
1805 - fixed bug with leaving tube while placing dynamite
1806 - fixed bug with explosion of smashed penguins
1807 - allow Murphy player graphic in levels with non-Supaplex elements
1811 * I have forgotten to document changes for some time
1814 * pre-release version 2.2.0rc1 released
1817 * version number set to 2.1.2
1820 * version 2.1.1 released
1823 * version number set to 2.1.1
1826 * version 2.1.0 released
1829 * version number set to 2.1.0
1831 2002-04-03 to 2002-05-19 (various source files)
1832 * graphics, sounds and music now fully configurable
1833 * bug fixed that prevented walking through tubes when gravity on
1835 2002-04-02 src/events.c, src/editor.c
1836 * Make Escape key less aggressive when playing or when editing level.
1837 This can be configured as an option in the setup menu. (Default is
1838 "less aggressive" which means "ask user if something can be lost"
1839 when pressing the Escape key.)
1841 2002-04-02 src/screen.c
1842 * Added "graphics setup" screen.
1844 2002-04-01 src/screen.c
1845 * Changed "choose level" setup screen stuff to be more generic (to
1846 make it easier to add more "choose from generic tree" setup screens).
1848 2002-04-01 src/config.c, src/timestamp.h
1849 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1850 automatically gets created by "src/Makefile" and contains an actual
1851 compile-time timestamp to identify development versions of the game).
1853 2002-03-31 src/tape.c, src/events.c
1854 * Added quick game/tape save/load functions to tape stuff which can be
1855 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1856 loads previously recorded tape and directly goes into recording mode
1857 from the end of the tape (therefore appending to the tape).
1859 2002-03-31 src/tape.c
1860 * Added "index mark" function to tape recorder. When playing or
1861 recording, "eject" button changes to "index" button. Setting index
1862 mark is not yet implemented, but pressing index button when playing
1863 allows very quick advancing to end of tape (when normal playing),
1864 very fast forward mode (when playing with normal fast forward) or
1865 very fast reaching of "pause before end of tape" (when playing with
1866 "pause before end" playing mode).
1868 2002-03-30 src/cartoons.c
1869 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1871 2002-03-29 src/screen.c
1872 * Changed setup screen stuff to be more generic (to make it easier
1873 to add more setup screens).
1875 2002-03-23 src/main.c, src/main.h
1876 * Various changes due to the introduction of the new libgame files
1877 "setup.c" and "joystick.c".
1879 2002-03-23 src/files.c
1880 * Generic parts of "src/files.c" (mainly setup and level directory
1881 stuff) moved to new libgame file "src/libgame/setup.c".
1883 2002-03-23 src/joystick.c
1884 * File "src/joystick.c" moved to libgame source tree, with
1885 correspondig changes.
1887 2002-03-22 src/screens.c
1888 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1889 (Wrong level series information displayed when entering main group.)
1891 2002-03-22 src/editor.c
1892 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1894 2002-03-22 src/editor.c
1895 * Changed behaviour of "Escape" key in level editor to be more
1896 intuitive: When in "Element Properties" or "Level Info" mode,
1897 return to "Drawing Mode" instead of leaving the level editor.
1899 2002-03-21 src/game.c, src/editor.c, src/files.c
1900 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1901 gems (emeralds, diamonds, ...) slipping down from normal wall,
1902 steel wall and growing wall (as in E.M.C. style levels). Although
1903 the behaviour of contributed and private levels wasn't changed (due
1904 to the use of "level.game_version"; see previous entry), editing
1905 those levels will (of course) change the behaviour accordingly.
1907 This change seems a bit too hard after thinking about it, because
1908 the EM style behaviour is not the "expected" behaviour (gems would
1909 normally only slip down from "rounded" walls). Therefore this was
1910 now changed to an element property for gem style elements, with the
1911 default setting "off" (which means: no special EM style behaviour).
1912 To fix older converted levels, this flag is set to "on" for pre-2.0
1913 levels that are neither contributed nor private levels.
1915 2002-03-20 src/files.h
1916 * Corrected settings for "level.game_version" depending of level type.
1917 (Contributed and private levels always get played with game engine
1918 version they were created with, while converted levels always get
1919 played with the most recent version of the game engine, to let new
1920 corrections of the emulation behaviour take effect.)
1922 2002-03-20 src/main.h
1923 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1924 compiling the SDL version on some systems.
1925 Thanks to the several people who pointed this out.
1928 * Version number set to 2.0.2.
1931 * Version 2.0.1 released.
1933 2002-03-18 src/screens.c
1934 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1936 2002-03-18 src/files.c [src/libgame/misc.c]
1937 * Moved some common functions from src/files.c to src/libgame/misc.c.
1939 2002-03-18 src/files.c [src/libgame/misc.c]
1940 * Changed permissions for new directories and saved files (especially
1941 score files) according to suggestions of Debian users and mantainers.
1942 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1944 2002-03-17 src/files.c
1945 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1946 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1947 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1948 for levels and "TAPE" for tapes). Old "cookie" style format is
1949 still supported for reading. New level and tape files are written
1952 * New IFF chunk "VERS" contains version numbers for file and game
1953 (where "game version" is the version of the program that wrote the
1954 file, and "file version" is a version number to distinguish files
1955 with different format, for example after adding new features).
1957 2002-03-15 src/screen.c
1958 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1959 (Before, you heard a mixture of the in-game music and the
1960 hall-of-fame music.)
1962 2002-03-14 src/events.c
1963 * Function "DumpTape()" (files.c) now available by pressing 't' from
1964 main menu (when in DEBUG mode).
1966 2002-03-14 src/game.c
1967 * "GameWon()": When game was won playing a tape, now there is no delay
1968 raising the score and no corresponding sound is played.
1970 2002-03-14 src/files.c
1971 * Changed "LoadTape()" for real chunk support and also adjusted
1972 "SaveTape()" accordingly.
1974 2002-03-14 src/game.c, src/tape.c, src/files.c
1975 * Important changes to tape format: The old tape format stored all
1976 actions with a real effect with a corresponding delay between the
1977 stored actions. This had some major disadvantages (for example,
1978 push delays had to be ignored, pressing a button for some seconds
1979 mutated to several single button presses because of the non-action
1980 delays between two action frames etc.). The new tape format just
1981 stupidly records all device actions and replays them later. I really
1982 don't know why I haven't solved it that way before?! Old-style tapes
1983 (with tape file version less than 2.0) get converted to the new
1984 format on-the-fly when loading and can therefore still be played;
1985 only some minor parts of the old-style tape handling code was needed.
1986 (A perfect conversion is not possible, because there is information
1987 missing about the device actions between two action frames.)
1989 2002-03-14 src/files.c
1990 * New function "DumpTape()" to dump the contents of the current tape
1991 in a human readable format.
1993 2002-03-14 src/game.c
1994 * Small tape bug fixed: When automatically advancing to next level
1995 after a game was won, the tape from the previous level still was
1996 loaded as a tape for the new level.
1998 2002-03-14 src/tape.c
1999 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2000 tape, cartoons did not get completely removed because
2001 StopAnimation() was not called.
2003 2002-03-13 src/files.c
2004 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2005 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2006 size even when using 16-bit elements). Added new chunk "CNT2" for
2007 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2008 chunk even when content was 16-bit element). "CNT2" should now be
2009 able to store content for arbitrary elements (up to eight blocks of
2010 3 x 3 element arrays). All "CNT2" elements will always be stored as
2011 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2013 2002-03-13 src/files.c
2014 * Changed "LoadLevel()" for real chunk support.
2016 2002-03-12 src/game.c
2017 * Fixed problem (introduced after 2.0.0 release) with penguins
2018 not getting killed by enemies
2020 2002-02-24 src/game.c, src/main.h
2021 * Added "player->is_moving"; now "player->last_move_dir" does
2022 not contain any information if the player is just moving at
2024 Before, "player->last_move_dir" was misused for this purpose
2025 for the robot stuff (robots don't kill players when they are
2026 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2027 broke tapes when walking through pipes!
2028 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2029 in a continuous movement. This fact is ignored for friends and