2 * added additional configuration directives for setup screen draw offset
3 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
4 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
5 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
6 used to define draw offset on custom artwork selection screens and
7 "CHOOSE_OTHER" is used on all other list style selection screens, like
8 choosing game speed or screen mode for fullscreen mode)
9 * added additional configuration directives to define main menu buttons:
10 - menu.button_name and menu.button_name.active
11 - menu.button_levels and menu.button_levels.active
12 - menu.button_scores and menu.button_scores.active
13 - menu.button_editor and menu.button_editor.active
14 - menu.button_info and menu.button_info.active
15 - menu.button_game and menu.button_game.active
16 - menu.button_setup and menu.button_setup.active
17 - menu.button_quit and menu.button_quit.active
20 * added support for accessing native Diamond Caves II level packages
21 * fixed displaying of game panel values for Emerald Mine game engine
22 * fixed displaying end-of-level time and score values on new game panel
25 * added game panel control to display arbitrary elements on game panel
26 * added game panel control to display custom element score (globally
27 unique for identical custom elements) either as value or as element
28 * added ".draw_masked" and ".draw_order" to game panel control drawing
31 * fixed some general bugs with handling of ".active" elements and fonts
34 * cleanup of game panel elements (some elements were not really needed)
35 * added displaying of gravity state (on/off) as new game panel control
36 * added animation for game panel elements (similar to game elements)
39 * added new pseudo game mode "PANEL" to define panel fonts and graphics
40 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
41 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
42 (else graphics would have to use ".PLAYING", which would be confusing)
43 * fixed bug when fading out to game screen with border mask defined
46 * added attribute ".tile_size" for element style game panel controls
49 * added <space> key as additional valid key to use for confirm requester
52 * improved menu fading, adding separate fading definitions for entering
53 and leaving a "content" screen (in general), and optional definitions
54 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
57 * added (currently invisible) setup option to define scroll delay value
58 * fixed small bug in priority handling when auto-detecting level start
59 position in levels without player element (but player from CE etc.)
60 * added option "game.forced_scroll_delay_value" to override user choice
61 of scroll delay value for certain level sets with "graphicsinfo.conf"
62 * replaced setup option "scroll delay: on/off" by new setup option that
63 directly allows selecting the desired scroll delay value from 0 to 8
66 * added displaying of most game panel control elements (not animated)
69 * added new configuration directives to display additional game engine
70 values on the game control panel, like the following examples:
71 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
72 - game.panel.penguins - number of penguins to rescue
73 - game.panel.level_name - level name of current level
76 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
79 * added new player option "no centering when relocating" for "invisible"
80 teleportations to level areas that look exactly the same, giving the
81 illusion that the player did not relocate at all (this was the default
82 since 3.2.3, but caused visual problems with room creation in "Zelda")
83 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
86 * improved menu fading, adding separate fading definitions for entering
87 and leaving a menu and for fading between menu and "content" screens
88 * fixed small bug with recognizing also ".font_xyz" style definitions
91 * improved menu fading, adding separate fading definitions for fading
92 between menu screens and fading between menu and "destination" screens
95 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
96 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
97 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
98 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
100 * improved title fading, allowing fading animation types "none", "fade"
101 and "crossfade" (including cross-fading of last title to main menu)
104 * added configurability of graphics, sounds and music for title screens,
105 which are separated into initial title screens (only shown once at
106 program startup) and title screens shown for a given level set; these
107 title screens can be composed of up to five title images and up to
108 five title text messages (each drawn using an optional background
109 image), also using background music and/or sounds; aspects like
110 background images, sounds and music of title screens can either be
111 defined generally (valid for all title screens) or specifically (and
112 therefore differently for each title screen) using these directives:
114 to define a background image, sound or music file for all screens:
115 - background.TITLE_INITIAL (for all title screens for game startup)
116 - background.TITLE (for all title screens for level sets)
118 to define a background image, sound or music file for a single screen:
119 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
120 - background.titlescreen_x (with x in 1,2,3,4,5)
121 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
122 - background.titlemessage_x (with x in 1,2,3,4,5)
124 to define the title screen images:
125 - titlescreen_initial_x (with x in 1,2,3,4,5)
126 - titlescreen_x (with x in 1,2,3,4,5)
128 to define the title text messages, place text files into the level set
129 directory that have the following file names:
130 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
131 - titlemessage_x.txt (with x in 1,2,3,4,5)
133 to define the properties of the text messages, either use directives
134 that affect all text messages:
135 - [titlemessage_initial].<suffix>
136 - [titlemessage].<suffix>
137 or use directives that affect single text messages:
138 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
139 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
141 valid values for <suffix> are the same as for readme.<suffix> below;
142 use ".sort_priority" (default: 0) to define an arbitrary order for
143 title images and title messages (which can therefore be mixed)
146 * added full configurability of "readme.txt" screen appearance:
147 - readme.x: <left position used with alignment>
148 - readme.y: <top position>
149 - readme.width: <maximim text width in pixels>
150 - readme.height: <maximum text height in pixels>
151 - readme.chars: <maximum number of chars per line>
152 - readme.lines: <maximum number of lines displayed>
153 - readme.align: left,center,right (default: center)
154 - readme.top: top,middle,bottom (default: top)
155 - readme.font: font name
156 - readme.autowrap: true,false (default: true)
157 - readme.centered: true,false (default: false)
158 - readme.parse_comments: true,false (default: true)
159 - readme.sort_priority: (not used here, but only for title screens)
160 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
161 default), they are automatically determined from "readme.width" and
162 "readme.height" accordingly; when they are not "-1", they have
163 precedence over "readme.width" and "readme.height"
164 * added internal ad-hoc config settings for displaying text files like
165 title messages or "readme.txt" style level set info files:
166 - .font: font name (default: readme.font)
167 - .autowrap: true,false (default: readme.autowrap)
168 - .centered: true,false (default: readme.centered)
169 - .parse_comments: true,false (default: readme.parse_comments)
170 (the leading '.' and the separating ':' are mandatory here); to use
171 these ad-hoc settings, they have to be written inside a comment, like
172 "# .autowrap: false" or "# .centered: true"; these settings then
173 override the above global settings (they can even be used more than
174 once, like "# .centered: true", then some text that should be drawn
175 centered, then "# .centered: false" to go back to non-centered text;
176 important note: after using "# .parse_comments: false", or when using
177 "readme.parse_comments: false", detecting and parsing comments inside
178 the file is disabled and comments are just printed like normal text;
179 also be aware that all automatic text size calculations are done with
180 the font defined in "readme.font", while using different fonts using
181 "# .font: <font>" inside the text file may cause unexpected results
184 * changed some numerical limits in the level editor from 255 to 999
187 * added option "system.sdl_videodriver" to select SDL video driver
188 * added output of SDL video and audio driver to "version info" page
191 * added group element drawing to IntelliDraw drawing functions
192 * fixed animation resetting problem again (last try broke Snake Bite)
193 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
196 * added new (special) "include: <filename>" directive that works in all
197 configuration files (like "graphicsinfo.conf") and that has the same
198 effect as if that directive would be replaced with the content of the
199 specified file (this can be useful to split large configuration files
200 into several smaller ones and include them from one main file, or to
201 store configuration settings that always stay the same into a separate
202 file, while including it and only add those parts that really change)
205 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
208 * fixed bug in "InitMovingField()" where treating an integer array as
209 boolean caused wrong resetting of animations while elements are moving
210 * fixed problem with resetting animations when starting element change
213 * added sort priority for order of title screens and title messages
216 * changed end of game again: do not wait for the user to press a key
217 anymore, but directly ask/confirm tape saving and go to hall of fame
218 * re-enabled quitting of lost game by pressing space or return again
219 * added blanking of mouse pointer when displaying title screens
220 * added remaining menu draw offset definitions for info sub-screens
223 * added setup option to select game speed (from very slow to very fast)
224 * improved handling of title text messages (initial and for level set)
227 * added new options "auto-wrap" and "centered" for DC2 style envelopes
230 * fixed displaying and typing of player name when it is centered
231 * added special characters to be allowed for player name (not only A-Z)
234 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
235 (newer versions of the SDL library seem to not like this anymore)
238 * added code for configuration directives for control of game panel
241 * fixed small cosmetical bug with underlining property tabs in editor
244 * fixed small drawing bug in X11FadeRectangle
245 * added new elements for newly supported Diamond Caves II levels:
246 - EM/DC style exits that disappear after passing
247 - white key and gate (one white key needed for each white gate)
248 - fake gate (there is no key to open/pass this kind of gate!)
249 - extended magic wall which also handles pearls and crystals
253 * changed maximum value for endless loop detection to a higher value
254 (some levels really used very deep recursion without being endless)
257 * added new elements for newly supported Diamond Caves II levels:
258 - growing steel walls
259 - snappable land mine
262 * added new elements for newly supported Diamond Caves II levels:
263 - steel text elements
266 * added level file loader for native Diamond Caves II levels
269 * version number set to 3.2.4
272 * version 3.2.3 released
275 * fixed malloc/free bug when updating EMC artwork entries in level list
276 * added workaround (warning and request to quit the current game) when
277 changing elements cause endless recursion loop (which would otherwise
278 freeze the game, causing a crash-like program exit on some systems)
281 * fixed nasty string overflow bug when entering too long envelope text
284 * added feedback sounds for menu navigation "menu.item.activating" and
285 "menu.item.selecting" (for highlighting and executing menu entries)
288 * improved "no scrolling when relocating" to also consider scroll delay
289 (meaning that the player is not automatically centered in this case;
290 this makes it possible to "invisibly" relocate the player to a region
291 of the level playfield which looks the same as the old level region)
292 * fixed bug with not recognizing "main.input.name.align" when active
295 * fixed bug with displaying masked borders over title screens when
296 screen fading is disabled
299 * fixed infinite loop / crash bug when killing the player while having
300 a CE with the setting "kill player X when explosion of <player X>"
301 * added special editor graphic for "char_space" to distinguish it from
302 "empty_space" when editing a level (in-game graphics still the same)
305 * fixed nasty bug with initialization only done for the first player
308 * small change to handle loading empty element/content list micro chunks
311 * uploaded pre-release (test) version 3.2.3-0 binary and source code
314 * some optimizations on startup speed by reducing initial text output
317 * added caching of custom artwork information for faster startup times
320 * fixed graphical bug when using fewer menu entries on level selection
321 screen than usual (with "menu.list_size.LEVELS" directive)
322 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
323 the backbuffer to the backbuffer by error (with identical rectangle)
326 * fixed bug when displaying titlescreen with size less than element tile
327 * fixed bug that caused elements with "change when digging <e>" event
328 to change for _every_ digged element, not only those specified in <e>
329 * fixed bug that caused impact style collision when dropping element one
330 tile over the player that can both fall down and smash players
331 * fixed bug that caused impact style collision when element changed to
332 falling/smashing element over the player immediately after movement
335 * fixed bug that allowed making engine snapshots from the level editor
338 * fixed bugs with player name and current level positions on main screen
341 * added configuration directives for control of title screens:
342 - "title.fade_delay" for fading time
343 - "title.post_delay" for pause between screens (when not crossfading)
344 - "title.auto_delay" to automatically continue after some time
345 these settings can each be overridden by specifying them with titles:
346 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
347 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
348 fading mode can also be specified:
349 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
350 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
351 default is using normal fading for menues and initial title screens,
352 while using cross-fading for level set title screens
353 * fixed bug with background not drawn in Hall of Fame after game was won
356 * added configuration directives for the remaining main menu items
359 * added additional configuration directives for info screen draw offset:
360 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
361 * added additional configuration directives for preview info text
362 * limited mouse wheel sensitive screen area to scrollable screen area
365 * added highlighted menu text entries to menu navigation when selected
368 * fixed bug that prevented player from correctly being created in the
369 top left corner by a custom element change in a level without player
370 * fixed bug that prevented player from being killed when indestructible,
371 non-walkable element is placed on player position by extended change
372 * added configurable menu button, text and input positions to main menu
375 * added page fading effects for remaining info sub-screens
376 * fixed small bug that caused some delays when answering door request
379 * added directives "border.draw_masked.*" for menu/playfield area and
380 door areas to display overlapping/masked borders from "global.border"
383 * fixed bug with CE with move speed "not moving" not being animated
384 * when changing player artwork by CE action, reset animation frame
387 * fixed bug with not unmapping main menu screen gadgets on other screens
388 * fixed bug with un-pausing a paused game by releasing still pressed key
389 * fixed bug with not redrawing screen when toggling to/from fullscreen
390 mode while fast reloading tape (without redrawing playfield contents)
391 * fixed bug with quick-saving tape snapshot despite answering with "no"
394 * version number set to 3.2.3
397 * version 3.2.2 released
400 * fixed bug with redrawing screen in fullscreen mode after quick tape
401 reloading when using the EMC game engine
402 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
405 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
408 * added engine snapshot functionality for instant tape reloading (this
409 only works for the last tape saved using "quick save", and does not
410 work across program restarts, because it completely works in memory)
413 * version number set to 3.2.2
416 * version 3.2.1 released
419 * fixed nasty bugs with handling error message file on Mac OS X systems
422 * general code cleanup (removing many annoying "#if 0" blocks etc.)
425 * fixed bug that caused broken tapes when manually appending to tapes
426 using the "pause before death" functionality, followed by recording
427 * added setup option to disable fading of screens for faster testing
430 * code cleanup of new fading functions
433 * changed behaviour after solved game -- do not immediately stop engine
434 * added some more smooth screen fadings (game start, hall of fame etc.)
437 * fixed bug with displaying pushed CE with value/score/delay anim_mode
440 * added configurable level preview position, tile size and dimensions
441 * added configurable game panel value positions (gems, time, score etc.)
444 * fixed small bug with time displayed incorrectly when collecting CEs
447 * fixed bug with bumpy scrolling with EM engine in double player mode
450 * added compatibility code to fix "Snake Bite" style levels that were
451 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
454 * fixed bug with scrollbars inside editor when using the Windows mouse
455 enhancement tool "True X-Mouse" (which injects key events to the event
456 queue to insert selected stuff into the Windows clipboard, which gets
457 confused with the "Insert" key for jumping to the last editor cascade
458 block in the element list)
459 * added Rocks'n'Diamonds icon for use as window icon to SDL version
460 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
463 * added selection of preferred fullscreen mode to setup / graphics menu
464 (useful if default mode 800 x 600 does not match screen aspect ratio)
467 * improved down-scaling of images for better editor and preview graphics
468 * changed user data directory for Mac OS X from Unix style to new place
471 * improved level number selection in main menu and player selection in
472 setup menu (input devices section) by using standard button gadgets
473 * added support for mouse scroll wheel (caused buggy behaviour before)
474 * added support for scrolling horizontal scrollbars with mouse wheel by
475 holding "Shift" key pressed while scrolling the wheel
476 * added support for single step mouse wheel scrolling by holding "Alt"
477 key pressed while scrolling the wheel (can be combined with "Shift")
478 * changed output file "stderr.txt" on Windows platform now always to be
479 created in the R'n'D sub-directory of the personal documents directory
480 * added Windows message box to direct to "stderr.txt" after error aborts
483 * improved general scrollbar handling (when jump-scrolling scrollbars)
486 * changed scrollbars to always show last line as first after scrolling
487 (that means jumping n - 1 screen lines instead of n screen lines)
490 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
491 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
492 * fixed special handling of vertically stacked acid becoming fake acid
495 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
496 affect multiple instances of the same CE, although this kind of
497 change condition usually only affects one single custom element
500 * version number set to 3.2.1
503 * version 3.2.0 released
506 * reorganized level editor element list a bit to match engines better
509 * fixed newly introduced bug with wrongly initializing clipboard element
512 * fixed bug with displaying visible/invisible level border in editor
515 * reorganized some elements in the level editor element list
518 * fixed bug with displaying any player as "yellow" when moving into acid
519 * fixed bug with displaying running player when player stopped at border
522 * fixed bug with player exploding when moving into acid
523 * fixed bug with level settings being reset in editor and when playing
524 (some compatibility settings being set not only after level loading)
525 * fixed crash bug when number of custom graphic frames was set to zero
526 * fixed bug with teleporting player on walkable tile not working anymore
527 * added partial compatibility support for pre-release-only "CONF" chunk
528 (to make Alan Bond's "color cycle" demo work again :-) )
531 * fixed some bugs when displaying title screens from info screen menu
532 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
535 * changed file major version to 3 to reflect level file format changes
536 * uploaded pre-release (test) version 3.2.0-8 binary and source code
539 * added new chunk "NAME" to level file format for level name settings
540 * added new chunk "NOTE" to level file format for envelope settings
541 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
542 * updated magic(5) file to recognize changed and new level file chunks
543 * removed change events "change when CE value/score changes" as unneeded
546 * changed gravity (which only affects the player) from level property
547 to player property (only makes a difference in multi-player levels)
548 * added change events "change when CE value/score changes"
549 * added change events "change when CE value/score changes of <element>"
552 * added new chunk "INFO" to level file format for global level settings
553 * added all element settings from "HEAD" chunk to "CONF" chunk
554 * added all global level settings from "HEAD" chunk to "INFO" chunk
557 * changed level file format by adding two new chunks "CUSX" (for custom
558 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
559 elements, replacing the previous "GRP1" chunk); these new IFF style
560 chunks use the new and flexible "micro chunks inside chunks" technique
561 already used with the new "CONF" chunk (for normal element properties)
562 which makes it possible to easily extend the existing level format
563 (instead of using fixed-length chunks like before, which are either
564 too big due to reserved bytes for future use, or too small when those
565 reserved bytes have all been used and even more data should be stored,
566 requiring the replacement by new and larger chunks just like it went
567 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
570 * added credits pages to the "credits" section that were really missing
571 * added some missing element descriptions to the level editor
572 * added down position of switchgate switch to the level editor
573 and allowed the use of both switch positions at the same time
574 * changed use of "Insert" and "Delete" keys to navigate element list in
575 level editor to start of previous or next cascading block of elements
578 * added the possibility to view the title screen to the info screen menu
579 * fixed some minor bugs with viewing title screens
582 * fixed bug with title (cross)fading in/out when using fullscreen mode
585 * fixed bug that forced re-defining of menu settings in local graphics
586 config file which are already defined in existing base config file
587 * fixed small bug that caused door sounds playing when music is enabled
590 * added the possibility to define up to five title screens for each
591 level set that are displayed after loading using (cross)fading in/out
592 (this was added to display the various start images of the EMC sets)
595 * added "CE score gets zero [of]" to custom element trigger conditions
596 * added setup option to display element token name in level editor
599 * added compatibility code for Juergen Bonhagen's menu artwork settings
602 * fixed bug with displaying wrong animation frame 0 after CE changes
603 * fixed bug with creating invisible elements when light switch is on
606 * added selection between ECS and AGA graphics for EMC levels to setup
609 * adjusted font handling for various narrow EMC style fonts
612 * changed EM engine behaviour back to re-allow initial rolling springs
615 * fixed handling of over-large selectboxes (less error-prone now)
616 * fixed bug when creating GE with walkable element under the player
619 * added use of "Insert" and "Delete" keys to navigate element list in
620 level editor to start of custom elements or start of group elements
621 * added virtual elements to access CE value and CE score of elements:
622 - "CE value of triggering element"
623 - "CE score of triggering element"
624 - "CE value of current element"
625 - "CE score of current element"
628 * fixed "grass" to "sand" in older EM levels (up to file version V4)
631 * changed behaviour of network games with internal errors (because of
632 different client frame counters) from immediately terminating R'n'D
633 to displaying an error message requester and stopping only the game
634 (also to prevent impression of crashes under non command-line runs)
635 * fixed playing network games with the EMC engine (did not work before)
636 * fixed bug with not scrolling the screen in multi-player mode with the
637 focus on player 1 when all players are moving in different directions
638 * fixed bug with keeping pointer to gadget even after its deallocation
639 * fixed bug with allowing "focus on all players" in network games
640 * fixed bug with player focus when playing tapes from network games
643 * uploaded pre-release (test) version 3.2.0-7 binary and source code
646 * code cleanup for game action control for R'n'D and EMC game engine
649 * fixed bug in multi-player movement with focus on both players
650 * added option to control only the focussed player with all input
653 * added player focus switching to level tape recording and re-playing
656 * fixed some bugs in player focus switching in EMC and RND game engine
659 * added special Supaplex animations for Murphy digging and snapping
660 * added special Supaplex animations for Murphy being bored and sleeping
663 * added four new yam yams with explicit start direction for EMC engine
664 * fixed bug in src/libgame/text.c with printing text outside the window
667 * fixed small bug in EMC level loader (copyright sign in EM II levels)
670 * added delayed ignition of EM style dynamite when used in R'n'D engine
671 * added limited movement range to EMC engine when focus on all players
674 * fixed bug with missing (zero) score values for native Supaplex levels
677 * added "continuous snapping" (snapping many elements while holding the
678 snap key pressed, without releasing the snap key after each element)
679 as a new player setting for more compatibility with the classic games
682 * finished scrolling for "focus on all players" in EMC graphics engine
685 * level sets with "levels: 0" are ignored for levels, but not artwork
686 * fixed bug when scanning empty level group directories (endless loop)
689 * fixed bug with explosion graphic for player using "Murphy" graphic
690 * fixed bug with explosion graphic if player leaves explosion in time
691 * changed some descriptive text in setup menu to use medium-width font
692 * added key shortcut settings for switching player focus to setup menu
695 * fixed bug with random value initialization when recording tapes
696 * fixed bug with playing single player tapes when team mode activated
699 * fixed little bug when trying to switch to player that does not exist
702 * added player switching (visual and quick) to R'n'D and EM game engine
703 * added setup option to select visual or quick in-game player switching
706 * added use of "Home" and "End" keys to handle element list in editor
709 * fixed bug with adding score when playing tape with EMC game engine
710 * added steel wall border for levels using EMC engine without border
711 * finally fixed delayed scrolling in EMC engine also for small levels
714 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
717 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
718 * fixed bug when displaying info element without action, but direction
721 * fixed minor graphical problems with springs smashing and slurping
722 (when using R'n'D style graphics instead of EMC style graphics)
725 * added scroll delay (as configured in setup) to EMC graphics engine
728 * improved screen redraw for EMC graphics engine (faster and smoother)
729 * when not scrolling, do not redraw the whole playfield if not needed
732 * added multi-player mode for EMC game engine (with up to four players)
735 * added android (can clone elements) from EMC engine to R'n'D engine
738 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
741 * added selectbox for initial player speed to player settings in editor
744 * version 3.1.2 created that is basically version 3.1.1, but with a
745 major bug fixed that prevented editing your own private levels
746 * version 3.1.2 released
749 * added magic ball (creates elements) from EMC engine to R'n'D engine
752 * uploaded fixed pre-release version 3.2.0-6 binary and source code
755 * fixed bug when using "CE can leave behind <trigger element>"
756 * added new change condition "(after/when) creation of <element>"
757 * added new change condition "(after/when) digging <element>"
758 * fixed bug accessing invalid gadget that caused crashes under Windows
759 * deactivated new possibility for multiple CE changes per frame
762 * uploaded pre-release (test) version 3.2.0-6 binary and source code
765 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
766 * fixed bug with not keeping CE value for moving CEs with only action
767 * changed CE action selectboxes in editor to be only reset when needed
770 * added option "use artwork from element" for custom player artwork
771 * added option "use explosion from element" for player explosions
774 * added cascaded element lists in the level editor
775 * added persistence for cascaded element lists by "editorcascade.conf"
776 * added dynamic element list with all elements used in current level
777 * added possibility for multiple CE changes per frame (experimental)
780 * uploaded pre-release (test) version 3.2.0-5 binary and source code
783 * changed "score for each 10 seconds/steps left" to "1 second/step"
784 * added own score for collecting "extra time" instead of sharing it
785 * added change events "switched by player" and "player switches <e>"
786 * added change events "snapped by player" and "player snaps <e>"
787 * added "set player artwork: <element choice>" to CE action options
788 * added change event "move of <element>"
791 * added "set player shield: off / normal / deadly" to CE action options
792 * added new player option "use level start element" in level editor
793 to set the correct focus at level start to elements from which the
794 player is created later (this did not work before for cascaded CE
795 changes resulting in creation of the player; it is now also possible
796 to create the player from a yam yam which is smashed at level start)
799 * added "set player speed: frozen (not moving)" to CE action options
800 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
803 * added new player option "block snap field" (enabled by default) to
804 make it possible to show a snapping animation like in Emerald Mine
807 * added dynamic selectboxes to custom element action settings in editor
808 * added "CE value" counter for custom elements (instead of "CE count")
809 * added option to use the last "CE value" after custom element change
810 * added option to use the "CE value" of other elements in CE actions
811 * fixed odd behaviour when pressing time orb in levels w/o time limit
812 * added checkbox "use time orb bug" for older levels that use this bug
815 * added missing configuration settings for the following elements:
816 - EL_TIMEGATE_SWITCH (time of open time gate)
817 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
818 - EL_SHIELD_NORMAL (time of shield duration)
819 - EL_SHIELD_DEADLY (time of shield duration)
820 - EL_EXTRA_TIME (time added to level time)
821 - EL_TIME_ORB_FULL (time added to level time)
824 * added "wind direction" as a movement pattern for custom elements
825 * added initial wind direction for balloon / custom elements to editor
826 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
829 * added parameters for "game of life" and "biomaze" elements to editor
832 * added level file chunk "CONF" for generic level and element settings
835 * uploaded pre-release (test) version 3.2.0-4 binary and source code
838 * skip empty level sets (with "levels: 0"; may be artwork base sets)
839 * added sound action ".page[1]" to ".page[32]" for each CE change page
842 * added image config suffix ".clone_from" to copy whole image settings
843 * fixed bug with invalid ("undefined") CE settings in old level files
846 * fixed graphical bug with smashing elements falling faster than player
849 * fixed major bug which prevented private levels from being edited
850 * fixed bug with precedence of general and special font definitions
853 * fixed graphical bug with player animation when player moves slowly
856 * uploaded pre-release (test) version 3.2.0-3 binary and source code
859 * fixed bug which prevented "global.num_toons: 0" from working
862 * major code cleanup (removed all these annoying "#if 0" blocks)
865 * added custom element actions for CE change page in level editor
868 * fixed music initialization bug in init.c (thanks to David Binderman)
869 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
870 (this bug must probably be fixed at other places, too)
873 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
874 (should be '#include <SDL.h>' instead)
877 * fixed bug which prevented "walkable from no direction" from working
878 (due to compatibility code overwriting this setting after loading)
881 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
884 * version number temporarily set to 3.1.1 (intermediate bugfix release)
885 * version 3.1.1 released
888 * changed some va_arg() arguments from 'long' to 'int', fixing problems
889 on 64-bit architecture systems with LP64 data model
892 * fixed bug with bombs not exploding when hitting the last level line
893 (introduced after the release of 3.1.0)
896 * added support for dumping small-sized level sketches from editor
899 * added recognition of "trigger element" for "change digged element to"
900 (this is not really what the "trigger element" was made for, but its
901 use may seem obvious for leaving back digged elements unchanged)
904 * fixed multiple warnings about failed joystick device initialization
907 * fixed bug with dynamite dropped on top of just dropped custom element
908 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
909 dynamite can still be dropped, but drop key must be released before
912 * fixed bug with wrong start directory when started from file browser
913 (due to this bug, R'n'D could not be started from KDE's Konqueror)
916 * fixed bug causing "change when impact" on player not working
917 * fixed wrong priority of "hitting something" over "hitting <element>"
918 * fixed wrong priority of "hit by something" over "hit by <element>"
921 * fixed graphical bug which caused the player (being Murphy) to show
922 collecting animations although the element was collected by penguin
925 * fixed two bugs causing wrong door background graphics in system.c
926 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
929 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
930 * added "no direction" to "walkable/passable from" selectbox options
933 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
934 * in tape autoplay, not only report broken, but also missing tapes
937 * uploaded pre-release (test) version 3.2.0-2 binary and source code
940 * fixed small bug with "linear" animation not working for active lamp
943 * fixed bug with moving up despite gravity due to "block last field"
944 * fixed small bug with wrong draw offset when typing name in main menu
945 * when reading user names from "passwd", ignore data after first comma
946 * when creating new "levelinfo.conf", only write some selected entries
949 * fixed displaying "imported from/by" on preview with empty string
950 * fixed ignoring draw offset for fonts used for level preview texts
953 * fixed a delay problem with SDL and too many mouse motion events
954 * added setup option "skip levels" and level skipping functionality
957 * added move speed "not moving" for non-moving CEs, but with direction
960 * fixed mapping of obsolete element token names in "editorsetup.conf"
961 * fixed bug with sound "acid.splashing" treated as a loop sound
962 * fixed some little sound bugs in native EM engine
965 * fixed small bug when dragging scrollbars to end positions
968 * added editor element descriptions written by Aaron Davidson
971 * improved fallback handling when configured artwork is not available
972 (now using default artwork instead of exiting when files not found)
975 * fixed bug on level selection screen when dragging scrollbar
978 * fixed bug which caused broken tapes when appending to EM engine tapes
981 * uploaded pre-release (test) version 3.2.0-1 binary and source code
984 * added code to replace changed artwork config tokens with other tokens
985 (needed for backwards compatibility, so that older tokens still work)
988 * added native R'n'D graphics for some new EMC elements in EM engine
991 * fixed some bugs in the EM engine integration code
992 * changed EM engine code to allow diagonal movement
993 * changed EM engine code to allow use of separate snap and drop keys
996 * fixed some redraw bugs when using EM engine
999 * fixed bug with not converting RND levels which are set to use native
1000 engine to native level structure when loading
1003 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1006 * version number set to 3.2.0
1009 * level data now reset to defaults after attempt to load invalid file
1012 * added use of "editorsetup.conf" for different level sets
1015 * added auto-detection for various types of Emerald Mine level files
1018 * fixed bug with scrollbars getting too small when list is very large
1021 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1024 * added most level editor configuration gadgets for new EMC elements
1027 * added more element and graphic definitions for new EMC elements
1030 * modified native EM engine to use integrated R'n'D sound system
1033 * added SDL support to graphics functions in native EM engine
1034 (by always using generic libgame interface functions)
1037 * fixed bug in frame synchronization in native EM engine
1040 * added code to convert levels between R'n'D and native EM engine
1043 * new Emerald Mine engine can now play levels selected in main menu
1046 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1047 (which creates scaled down graphics for level editor and preview);
1048 there's still a memory leak somewhere in the artwork handling code
1049 * added "scale image up" functionality to X11 version of zoom function
1052 * first attempts to integrate new, native Emerald Mine Club engine
1055 * fixed bug in gadget code which caused reset of CEs in level editor
1056 (example: pressing 'b' [grab brush] on CE config page erased values)
1057 (solution: check if gadgets in ClickOnGadget() are really mapped)
1058 * improved level change detection in editor (settings now also checked)
1059 * fixed bug with "can move into acid" and "don't collide with" state
1062 * fixed maze runner style CEs to use the configured move delay value
1065 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1068 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1069 * fixed the above fix because it broke level set "machine" (*sigh*)
1070 * fixed random element placement in level editor to work as expected
1071 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1074 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1077 * fixed bug (missing array boundary check) which caused broken tapes
1078 * fixed bug (when loading level template) which caused broken levels
1079 * fixed bug with new block last field code when using non-yellow player
1082 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1083 * internal change of how the player blocks the last field when moving
1084 * fixed blocking delay of last field for EM and SP style block delay
1085 * fixed bug where the player had to wait for the usual move delay after
1086 unsuccessfully trying to move, when he directly could move after that
1087 * the last two changes should make original Supaplex level 93 solvable
1088 * improved use of random number generator to make it less predictable
1089 * fixed behaviour of slippery SP elements to let slip left, then right
1092 * fixed bug with wrong door state after trying to quickload empty tape
1093 * fixed waste of static memory usage of the binary, making it smaller
1094 * fixed very little graphical bug in Supaplex explosion
1097 * version number set to 3.1.1
1100 * version 3.1.0 released
1103 * fixed bug with crash when writing user levelinfo.conf the first time
1106 * added option "convert LEVELDIR [NR]" to command line batch commands
1107 * re-converted Supaplex levels to apply latest engine fixes
1108 * changed "use graphic/sound of element" to "use graphic of element"
1109 due to compatibility problems with some levels ("bug machine" etc.)
1112 * fixed bug with CE change replacing player with same or other player
1115 * fixed bug with opaque font in envelope with background graphic when
1116 background graphic is not transparent itself
1119 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1120 * corrected original Supaplex level loading code to use these new ports
1121 * also corrected Supaplex loader to auto-count infotrons if set to zero
1124 * fixed bug with missing initialization of "modified" flag for GEs
1127 * fixed bug that caused endless recursion loop when relocating player
1128 * fixed tape recorder bug in "step mode" when using "pause before end"
1129 * fixed tape recorder bug when changing from "warp forward" mode
1132 * fixed bug with "when touching" for pushed elements at last position
1135 * fixed bug that caused two activated toolbox buttons in level editor
1136 * fixed bug with exploding dynabomb under player due to other explosion
1139 * fixed bug with creating walkable custom element under player (again)
1140 * fixed bug with not copying explosion type when copying CEs in editor
1141 * fixed graphical bug when drawing player in setup menu (input devices)
1142 * fixed graphical bug when the player is pushing an accessible element
1143 * fixed bug with classic switchable elements triggering CE changes
1144 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1145 * fixed crash bug when CE leaves behind the trigger player element
1148 * fixed bug with broken tubes after placing/exploding dynamite in them
1149 * fixed bug with exploding dynamite under player due to other explosion
1150 * fixed bug with not resetting push delay under certain circumstances
1153 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1154 * added network multiplayer code for Windows (thanks to Niko Böhm)
1157 * added option "reachable despite gravity" for gravity movement
1158 * changed gravity movement of most classic walkable and passable
1159 elements back to "not reachable" (for compatibility reasons)
1162 * fixed (removed) "indestructible" / "can explode" dependency in editor
1163 * fixed (removed) "accessible inside" / "protected" dependency
1164 * fixed (removed) "step mode" / "shield time" dependency
1167 * fixed dynabombs exploding now into anything diggable
1168 * fixed Supaplex style gravity movement into buggy base now impossible
1169 * added pressing key "space" as valid action to select menu options
1172 * added "replace when walkable" to relocate player to walkable element
1173 * added "enter"/"leave" event for elements affected by relocation
1174 * fixed "direct"/"indirect" change order also for "when change" event
1175 * fixed graphical bug when pushing things from elements walkable inside
1178 * fixed graphic bug when player is snapping while moving in old levels
1179 * fixed bug when a moving custom element leaves a player element behind
1180 * fixed bug with mole not disappearing when moving into acid pool
1181 * fixed bug with incomplete path setting when using "--basepath" option
1182 * moving CE can now leave walkable elements behind under the player
1183 * when relocating, player can be set on walkable element now
1184 * fixed another gravity movement bug
1187 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1190 * added "collectible" and "removable" to extended replacement types
1191 (where "removable" replaces "diggable" and "collectible" elements)
1192 * added "collectible & throwable" (to throw element to the next field)
1193 * fixed bug with CEs digging elements that are just about to explode
1194 * changed mouse cursor now always being visible when game is paused
1197 * added possibility to push/press accessible elements from a side that
1199 * fixed bug with not setting actual date when appending to tape
1202 * fixed bug with incorrectly initialized custom element editor graphics
1205 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1206 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1209 * fixed bug with destroyed robot wheel still attracting robots forever
1210 * fixed bug with time gate switch deactivating after robot wheel time
1211 (while the time gate itself is not affected by this misbehaviour)
1212 * changed behaviour of BD style amoeba to always get blocked by player
1213 (before it was different when there were non-BD elements in level)
1214 * fixed bug with player destroying indestructable elements with shield
1217 * added option to make growing elements grow into anything diggable
1218 (for the various amoeba types, biomaze and "game of life")
1221 * fixed bug with movable elements not moving after left behind by CEs
1222 * changed gravity movement to anything diggable, not only sand/base
1223 * optionally allowing passing to walkable element, not only empty space
1224 * added option "can pass to walkable element" for players
1225 * finally fixed gravity movement (hopefully)
1228 * fixed bug with movable elements not moving anymore after falling down
1231 * fixed another bug with custom elements digging and leaving elements
1232 * fixed bug with "along left/right side" and automatic start direction
1233 * trigger elements now also displayed when "more custom" deactivated
1234 * fixed bug with clipboard element initialized when loading new level
1235 * added option "drop delay" to set delay before dropping next element
1238 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1241 * added copy and paste functions for custom change pages
1242 * enhanced graphical display and functionality of tape recorder
1243 * fixed bug with custom elements digging and leaving elements
1246 * added move speed faster than "very fast" for custom elements
1247 * fixed bug with 3+3 style explosions and missing border content
1248 * fixed little bug when copying custom elements in the editor
1249 * enhanced custom element changes by more side trigger actions
1252 * added option "no scrolling when relocating" for instant teleporting
1253 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1256 * added trigger element and trigger player to use as target elements
1257 * added copy and paste functions for custom and group elements
1260 * fixed graphical bug when displaying explosion animations
1261 * fixed bug when appending to tapes, resulting in broken tapes
1262 * re-recorded a few tapes broken by fixing gravity checking bug
1265 * "can move into acid" property now for all elements independently
1266 * "can fall into acid" property for player stored in same bitfield now
1267 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1268 * version number set to 3.1.0 (finally!)
1271 * changed tape recording to only record input, not programmed actions
1274 * fixed totally broken (every 8th frame skipped) step-by-step recording
1275 * fixed bug with requester not displayed when quick-loading interrupted
1276 * added option "can fall into acid (with gravity)" for players
1277 * fixed bug with player not falling when snapping down with gravity
1280 * fixed bug which messed up key config when using keypad number keys
1283 * fixed bug which allowed moving upwards even when gravity was active
1284 * fixed bug with missing error handling when dumping levels or tapes
1287 * added different colored editor graphics for Supaplex gravity tubes
1290 * fixed bug that allowed solvable tapes for unsolvable levels
1293 * use unlimited number of droppable elements when "count" set to zero
1294 * added option to use step limit instead of time limit for level
1297 * added player and change page as trigger for custom element change
1300 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1303 * fixed bug with dark yamyam changing to acid when moving over acid
1304 * fixed handling of levels with more than 999 seconds level time
1305 (example: level 76 of "Denmine")
1308 * "spring push bug" reintroduced as configurable element property
1309 * fixed bug with missing properties for "mole"
1310 * fixed bug that showed up when fixing the above "mole" properties bug
1311 * added option "can move into acid" for all movable elements
1312 * fixed graphical bug for elements moving into acid
1313 * changed event handling to handle all pending events before going on
1316 * fixed bug which caused all CE change pages to be ignored which had
1317 the same change event, but used a different element side
1318 (reported by Simon Forsberg)
1320 * fixed bug which caused elements that can move and fall and that are
1321 transported by a conveyor belt to continue moving into that direction
1322 after leaving the conveyor belt, regardless of their own movement
1323 type; only elements which can not move are transported now
1324 (reported by Simon Forsberg)
1326 * fixed bug which could cause an array overflow in RelocatePlayer()
1327 (reported by Niko Böhm)
1329 * changed Emerald Mine style "passable / over" elements to "protected"
1330 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1332 * added new option to select from which side a "walkable/passable"
1333 element can be entered
1336 * added explosion and ignition delay for elements that can explode
1339 * fixed bug which caused player not being protected against enemies
1340 when a CE was "walkable / inside" and was not "indestructible"
1341 * added "walkable/passable" fields to be "protected/unprotected"
1342 against enemies, even if not accessible "inside" but "over/under"
1345 * corrected move pattern to 32 bit and initial move direction to 8 bit
1348 * added second custom element base configuration page
1351 * added some special EMC mappings to Emerald Mine level loader
1352 (also covering previously unknown element in level 0 of "Bondmine 8")
1355 * added option to block last field when player is moving (for Supaplex)
1356 * adjusted push delay of Supaplex elements
1357 * removed delays for envelopes etc. when replaying with maximum speed
1358 * fixed bug when dropping element on a field that just changed to empty
1361 * fixed bug: infotrons can now smash yellow disks
1362 * fixed bug: when gravity active, port above player can now be entered
1363 * removed "one white dot" mouse pointer which irritated some people
1366 * added "choice type" for group element selection
1369 * fixed bug with initial invulnerability of non-yellow player
1372 * added level loader for loading native Supaplex packed levels
1373 (including multi-part levels like the "splvls99" levels)
1376 * fixed bug which allowed creating emeralds by escaping explosions
1379 * custom elements can change (limited) or leave (unlimited) elements
1380 * finally added multiple matches using group elements
1381 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1384 * added new start movement type "previous" for continued CE movement
1385 * added new start movement type "random" for random CE movement start
1388 * added new element "sokoban_field_player" needed for Sokoban levels
1389 (thanks to Ed Booker for pointing this out!)
1392 * added elements that can be digged or left behind by custom elements
1395 * added group elements for multiple matches and random element creation
1398 * fixed some graphical errors displayed in old levels
1401 * fixed wrong double speed movement after passing closing gates
1404 * added level loader for loading native Emerald Mine levels
1407 * changes for "shooting" style CE movement
1410 * Happy New Year! ;-)
1413 * changed default snap/drop keys from left/right Shift to Control keys
1416 * fixed bug with dead player getting reanimated from custom element
1419 * fixed bug with wrong penguin graphics (when entering exit)
1422 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1425 * version number set to 3.0.9
1428 * version 3.0.8 released
1431 * added function checked_free()
1434 * fixed bug with double nut cracking sound
1435 (by eliminating "default element action sound" assignment in init.c)
1438 * fixed crash when no music info files are available
1441 * fixed boring and sleeping sounds
1444 * added "maze runner" and "maze hunter" movement types
1445 * added extended collision conditions for custom elements
1448 * added warnings for undefined token values in artwork config files
1451 * added menu entry for level set information to the info screen
1454 * fixed bug with wrong default impact sound for colored emeralds
1457 * added several sub-screens for the info screen
1458 * menu text now also clickable (not only blue/red sphere left of it)
1461 * added configurable "bored" and "sleeping" animations for the player
1462 * added "awakening" sound for player when waking up after sleeping
1465 * added "copy" and "exchange" functions for custom elements to editor
1468 * added configurable element animations for info screen
1471 * added configurable music credits for info screen
1474 * finally fixed tape recording when player is created from CE change
1477 * added "editorsetup.conf" for editor element list configuration
1480 * added "musicinfo.conf" for menu and level music configuration
1483 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1484 (that only showed up on Linux, but not on Windows systems)
1487 * fixed turning movement of butterflies and fireflies (no frame reset)
1488 * enhanced sniksnak turning movement (two steps instead of only one)
1491 * version number set to 3.0.8
1494 * version 3.0.7 released
1497 * fixed reset of player animation frame when, for example,
1498 walking, digging or collecting share the same animation
1499 * fixed CE with "deadly when touching" exploding when touching amoeba
1502 * fixed tape recording when player is created from CE element change
1505 * introduced "turning..." action graphic for elements with move delay
1506 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1507 * added turning animations for bug, spaceship and sniksnak
1510 * prevent "extended" changed elements from delay change in same frame
1513 * fixed bug when pushing element that can move away to the side
1514 (like pushing falling elements, but now with moving elements)
1517 * finally fixed serious bug in code for delayed element pushing (again)
1520 * unavailable setup options now marked as "n/a" instead of "off"
1521 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1522 to "true", levels are always played with the latest game engine,
1523 which is desired for levels that are imported from other games; all
1524 other levels are played with the engine version stored in level file
1525 (which is normally the engine version the level was created with)
1528 * fixed serious bug in code for delayed element pushing
1529 * fixed little bug in animation frame selection for pushed elements
1530 * speed-up of reading config file for verbose output
1533 * added configuration option for opening and closing Supaplex exit
1534 * added configuration option for moving up/down animation for Murphy
1535 * fixed incorrectly displayed animation for attacking dragon
1536 * fixed bug with not setting initial gravity for each new game
1537 * fixed bug with teleportation of player by custom element change
1538 * fixed bug with player not getting smashed by rock sometimes
1541 * version number set to 3.0.7
1544 * version 3.0.6 released
1547 * added support for MP3 music for SDL version through SMPEG library
1550 * fixed bug when initializing font graphic structure
1551 * fixed bug with animation mode "pingpong" when using only 1 frame
1552 * fixed bug with extended change target introduced in 3.0.5
1553 * fixed bug where passing over moving element doubles player speed
1554 * fixed bug with elements continuing to move into push direction
1555 * fixed bug with duplicated player when dropping bomb with shield on
1556 * added "switching" event for custom elements ("pressing" only once)
1557 * fixed switching bug (resetting flag when not switching but not idle)
1560 * fixed element tokens for certain file elements with ".active" etc.
1563 * version number set to 3.0.6
1566 * version 3.0.5 released
1569 * now four envelope elements available
1570 * font, background, animation and sound for envelope now configurable
1571 * main menu doors opening/closing animation type now configurable
1574 * active/inactive sides configurable for custom element changes
1575 * new movement type "move when pushed" available for custom elements
1578 * fixed bug in multiple config pages loader code that caused crashes
1581 * enhanced (remaining low-resolution) Supaplex graphics
1584 * version number set to 3.0.5
1587 * version 3.0.4 released
1589 2003-09-12 src/tools.c
1590 * fixed bug in custom definition of crumbled element graphics
1592 2003-09-11 src/files.c
1593 * fixed bug in multiple config pages code that caused crashes
1596 * version number set to 3.0.4
1599 * version 3.0.3 released
1602 * added music to Supaplex classic level set
1604 2003-09-07 src/libgame/misc.c
1605 * added support for loading various music formats through SDL_mixer
1607 2003-09-06 (various source files)
1608 * fixed several nasty bugs that may have caused crashes on some systems
1609 * added envelope content which gets displayed when collecting envelope
1610 * added multiple change event pages for custom elements
1612 2003-08-24 src/game.c
1613 * fixed problem with player animation when snapping and moving
1615 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1616 * fixed problem with flickering when drawing toon animations
1618 2003-08-23 src/libgame/sdl.c
1619 * fixed problem with setting mouse cursor in SDL version in fullscreen
1621 2003-08-23 src/game.c
1622 * fixed bug (missing array boundary check) which could crash the game
1625 * version number set to 3.0.3
1628 * version 3.0.2 released
1630 2003-08-21 src/game.c
1631 * fixed bug with creating inaccessible elements at player position
1633 2003-08-20 src/init.c
1634 * fixed bug with not finding current level artwork directory
1636 2003-08-20 src/files.c
1637 * fixed bug with choosing wrong engine version when playing tapes
1638 * fixed bug with messing up custom element properties in 3.0.0 levels
1641 * version number set to 3.0.2
1644 * version 3.0.1 released
1646 2003-08-17 (no source files affected)
1647 * changed all "classic" PCX image files with 16 colors or less to
1648 256 color (8 bit) storage format, because the Allegro game library
1649 cannot handle PCX files with less than 256 colors (contributed
1650 graphics are not affected and might look wrong in the DOS version)
1652 2003-08-16 src/init.c
1653 * fixed bug which (for example) crashed the level editor when defining
1654 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1655 (only set to default) -- invalid graphics now set to default graphic
1657 2003-08-16 src/init.c
1658 * fixed graphical bug of player digging/collecting/snapping element
1659 when no corresponding graphic/animation is defined for this action,
1660 resulting in player being drawn as EL_EMPTY (which should only be
1661 done to elements being collected, but not to the player)
1663 2003-08-16 src/game.c
1664 * fixed small graphical bug of player not totally moving into exit
1666 2003-08-16 src/libgame/setup.c
1667 * fixed bug with wrong MS-DOS 8.3 filename conversion
1669 2003-08-16 src/tools.c
1670 * fixed bug with invisible mouse cursor when pressing ESC while playing
1672 2003-08-16 (various source files)
1673 * added another 128 custom elements (disabled in editor by default)
1675 2003-08-16 src/editor.c
1676 * fixed NULL string bug causing Solaris to crash in sprintf()
1678 2003-08-16 src/screen.c
1679 * fixed drawing over scrollbar on level selection with custom fonts
1681 2003-08-15 src/game.c
1682 * cleanup of simple sounds / loop sounds / music settings
1684 2003-08-08 (various source files)
1685 * added custom element property for dropping collected elements
1687 2003-08-08 src/conf_gfx.c
1688 * fixed bug with missing graphic for active red disk bomb
1690 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1691 * extended variable "level.gravity" to "level.initial_gravity" and
1692 "game.current_gravity" to prevent level setting from being changed
1693 by playing the level (keeping the runtime value after playing)
1695 * fixed graphics bug when digging element that has 'crumbled' graphic
1696 definition, but not 'diggable' graphic definition
1699 * version number set to 3.0.1
1702 * version 3.0.0 released
1705 * various bug fixes; among others:
1706 - fixed bug with pushing spring over empty space
1707 - fixed bug with leaving tube while placing dynamite
1708 - fixed bug with explosion of smashed penguins
1709 - allow Murphy player graphic in levels with non-Supaplex elements
1713 * I have forgotten to document changes for some time
1716 * pre-release version 2.2.0rc1 released
1719 * version number set to 2.1.2
1722 * version 2.1.1 released
1725 * version number set to 2.1.1
1728 * version 2.1.0 released
1731 * version number set to 2.1.0
1733 2002-04-03 to 2002-05-19 (various source files)
1734 * graphics, sounds and music now fully configurable
1735 * bug fixed that prevented walking through tubes when gravity on
1737 2002-04-02 src/events.c, src/editor.c
1738 * Make Escape key less aggressive when playing or when editing level.
1739 This can be configured as an option in the setup menu. (Default is
1740 "less aggressive" which means "ask user if something can be lost"
1741 when pressing the Escape key.)
1743 2002-04-02 src/screen.c
1744 * Added "graphics setup" screen.
1746 2002-04-01 src/screen.c
1747 * Changed "choose level" setup screen stuff to be more generic (to
1748 make it easier to add more "choose from generic tree" setup screens).
1750 2002-04-01 src/config.c, src/timestamp.h
1751 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1752 automatically gets created by "src/Makefile" and contains an actual
1753 compile-time timestamp to identify development versions of the game).
1755 2002-03-31 src/tape.c, src/events.c
1756 * Added quick game/tape save/load functions to tape stuff which can be
1757 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1758 loads previously recorded tape and directly goes into recording mode
1759 from the end of the tape (therefore appending to the tape).
1761 2002-03-31 src/tape.c
1762 * Added "index mark" function to tape recorder. When playing or
1763 recording, "eject" button changes to "index" button. Setting index
1764 mark is not yet implemented, but pressing index button when playing
1765 allows very quick advancing to end of tape (when normal playing),
1766 very fast forward mode (when playing with normal fast forward) or
1767 very fast reaching of "pause before end of tape" (when playing with
1768 "pause before end" playing mode).
1770 2002-03-30 src/cartoons.c
1771 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1773 2002-03-29 src/screen.c
1774 * Changed setup screen stuff to be more generic (to make it easier
1775 to add more setup screens).
1777 2002-03-23 src/main.c, src/main.h
1778 * Various changes due to the introduction of the new libgame files
1779 "setup.c" and "joystick.c".
1781 2002-03-23 src/files.c
1782 * Generic parts of "src/files.c" (mainly setup and level directory
1783 stuff) moved to new libgame file "src/libgame/setup.c".
1785 2002-03-23 src/joystick.c
1786 * File "src/joystick.c" moved to libgame source tree, with
1787 correspondig changes.
1789 2002-03-22 src/screens.c
1790 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1791 (Wrong level series information displayed when entering main group.)
1793 2002-03-22 src/editor.c
1794 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1796 2002-03-22 src/editor.c
1797 * Changed behaviour of "Escape" key in level editor to be more
1798 intuitive: When in "Element Properties" or "Level Info" mode,
1799 return to "Drawing Mode" instead of leaving the level editor.
1801 2002-03-21 src/game.c, src/editor.c, src/files.c
1802 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1803 gems (emeralds, diamonds, ...) slipping down from normal wall,
1804 steel wall and growing wall (as in E.M.C. style levels). Although
1805 the behaviour of contributed and private levels wasn't changed (due
1806 to the use of "level.game_version"; see previous entry), editing
1807 those levels will (of course) change the behaviour accordingly.
1809 This change seems a bit too hard after thinking about it, because
1810 the EM style behaviour is not the "expected" behaviour (gems would
1811 normally only slip down from "rounded" walls). Therefore this was
1812 now changed to an element property for gem style elements, with the
1813 default setting "off" (which means: no special EM style behaviour).
1814 To fix older converted levels, this flag is set to "on" for pre-2.0
1815 levels that are neither contributed nor private levels.
1817 2002-03-20 src/files.h
1818 * Corrected settings for "level.game_version" depending of level type.
1819 (Contributed and private levels always get played with game engine
1820 version they were created with, while converted levels always get
1821 played with the most recent version of the game engine, to let new
1822 corrections of the emulation behaviour take effect.)
1824 2002-03-20 src/main.h
1825 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1826 compiling the SDL version on some systems.
1827 Thanks to the several people who pointed this out.
1830 * Version number set to 2.0.2.
1833 * Version 2.0.1 released.
1835 2002-03-18 src/screens.c
1836 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1838 2002-03-18 src/files.c [src/libgame/misc.c]
1839 * Moved some common functions from src/files.c to src/libgame/misc.c.
1841 2002-03-18 src/files.c [src/libgame/misc.c]
1842 * Changed permissions for new directories and saved files (especially
1843 score files) according to suggestions of Debian users and mantainers.
1844 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1846 2002-03-17 src/files.c
1847 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1848 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1849 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1850 for levels and "TAPE" for tapes). Old "cookie" style format is
1851 still supported for reading. New level and tape files are written
1854 * New IFF chunk "VERS" contains version numbers for file and game
1855 (where "game version" is the version of the program that wrote the
1856 file, and "file version" is a version number to distinguish files
1857 with different format, for example after adding new features).
1859 2002-03-15 src/screen.c
1860 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1861 (Before, you heard a mixture of the in-game music and the
1862 hall-of-fame music.)
1864 2002-03-14 src/events.c
1865 * Function "DumpTape()" (files.c) now available by pressing 't' from
1866 main menu (when in DEBUG mode).
1868 2002-03-14 src/game.c
1869 * "GameWon()": When game was won playing a tape, now there is no delay
1870 raising the score and no corresponding sound is played.
1872 2002-03-14 src/files.c
1873 * Changed "LoadTape()" for real chunk support and also adjusted
1874 "SaveTape()" accordingly.
1876 2002-03-14 src/game.c, src/tape.c, src/files.c
1877 * Important changes to tape format: The old tape format stored all
1878 actions with a real effect with a corresponding delay between the
1879 stored actions. This had some major disadvantages (for example,
1880 push delays had to be ignored, pressing a button for some seconds
1881 mutated to several single button presses because of the non-action
1882 delays between two action frames etc.). The new tape format just
1883 stupidly records all device actions and replays them later. I really
1884 don't know why I haven't solved it that way before?! Old-style tapes
1885 (with tape file version less than 2.0) get converted to the new
1886 format on-the-fly when loading and can therefore still be played;
1887 only some minor parts of the old-style tape handling code was needed.
1888 (A perfect conversion is not possible, because there is information
1889 missing about the device actions between two action frames.)
1891 2002-03-14 src/files.c
1892 * New function "DumpTape()" to dump the contents of the current tape
1893 in a human readable format.
1895 2002-03-14 src/game.c
1896 * Small tape bug fixed: When automatically advancing to next level
1897 after a game was won, the tape from the previous level still was
1898 loaded as a tape for the new level.
1900 2002-03-14 src/tape.c
1901 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1902 tape, cartoons did not get completely removed because
1903 StopAnimation() was not called.
1905 2002-03-13 src/files.c
1906 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1907 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1908 size even when using 16-bit elements). Added new chunk "CNT2" for
1909 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1910 chunk even when content was 16-bit element). "CNT2" should now be
1911 able to store content for arbitrary elements (up to eight blocks of
1912 3 x 3 element arrays). All "CNT2" elements will always be stored as
1913 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1915 2002-03-13 src/files.c
1916 * Changed "LoadLevel()" for real chunk support.
1918 2002-03-12 src/game.c
1919 * Fixed problem (introduced after 2.0.0 release) with penguins
1920 not getting killed by enemies
1922 2002-02-24 src/game.c, src/main.h
1923 * Added "player->is_moving"; now "player->last_move_dir" does
1924 not contain any information if the player is just moving at
1926 Before, "player->last_move_dir" was misused for this purpose
1927 for the robot stuff (robots don't kill players when they are
1928 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1929 broke tapes when walking through pipes!
1930 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1931 in a continuous movement. This fact is ignored for friends and