2 * fixed small bug in toon drawing (introduced when fixing the crash bug)
5 * added graphics definition "game.panel.highscore" to display the
6 current levels current high score in the game panel
9 * version number set to 3.2.5
12 * version 3.2.4 released
15 * fixed crash bug in toon drawing functions for large step offset values
18 * fixed some problems with displaying game panel when quick-loading tape
21 * fixed (experimental only) redrawing of every tile per frame (even if
22 unneeded) for the extended (R'n'D based) EMC graphics engine
23 * added optimization to only calculate element count for panel display
24 if really needed (that is, if element count values defined on panel)
25 * fixed problem with special editor door redraw when entering main menu
28 * fixed bug with displaying background for title messages on info screen
29 * some code cleanup for the extended (R'n'D based) EMC graphics engine
32 * fixed bug with CE action "move player" always resulting in player 4
33 if there was a CE action with no trigger player (because the player
34 element was calculated by using log_2() from trigger player bits with
35 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
36 triggering player bit mask and handling all players in "move player"
37 * fixed bug when defined artwork cannot be found for artwork that has
38 default artwork cloned from other artwork (without default filename)
39 * added several fixes to the extended (R'n'D based) EMC graphics engine
42 * fixed broken editor copy and paste for custom elements between levels
45 * title messages are now also searched in graphics artwork directory;
46 those found in graphics directory have precendence over those found
47 in level directory -- this handles title messages stored in graphics
48 directories as part of the artwork set, just like title images; this
49 makes sense, as corresponding special font definitions for messages
50 are usually defined in the same graphics artwork directory, and also
51 because title images and title messages that are combined in a level
52 set introduction should usually not be separated when the level set
53 is used with a different artwork set (e.g. using "override graphics")
54 * fixed problem with door borders on main screen by first drawing doors
55 and then the corresponding border masks, but not vice versa
56 * fixed problem with artwork config entries using the value "[DEFAULT]";
57 this does not what one might expect, but sets the value to an invalid
58 value -- solution: simply ignore such entries, which results in this
59 value keeping its previous (real) default value (in general, entries
60 that should use their default value should just not be defined here)
61 * fixed problem with wrong fading area size from main menu to setup menu
64 * fixed problem with broken crumbled graphics after level set changes
65 when using R'n'D custom artwork with level sets using the EMC engine
68 * fixed invisible "joysticks deactivated ..." text on setup input screen
71 * added use of hashes created from static lists (element tokens, image
72 config, font tokens) to speed up lookup of configuration parameters
73 * fixed bug where element and graphic config token lookup was mixed up
76 * added "busy" animation when initializing program and loading artwork
77 * added initialization profiling for program startup (debugging only)
80 * fixed(?) very strange bug apparently triggered by memset() when code
81 was cross-compiled with MinGW cross-compiler for Windows XP platform
82 (this only happened when using SDL.dll also self-compiled with MinGW)
85 * added graphics engine directive "border.draw_masked_when_fading" that
86 enables/disables drawing of border mask over screen that is just faded
89 * fixed small problem with separate fading definition for game screen
92 * added additional configuration directives for setup screen draw offset
93 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
94 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
95 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
96 used to define draw offset on custom artwork selection screens and
97 "CHOOSE_OTHER" is used on all other list style selection screens, like
98 choosing game speed or screen mode for fullscreen mode)
99 * added additional configuration directives to define main menu buttons:
100 - menu.button_name and menu.button_name.active
101 - menu.button_levels and menu.button_levels.active
102 - menu.button_scores and menu.button_scores.active
103 - menu.button_editor and menu.button_editor.active
104 - menu.button_info and menu.button_info.active
105 - menu.button_game and menu.button_game.active
106 - menu.button_setup and menu.button_setup.active
107 - menu.button_quit and menu.button_quit.active
108 * added eight pure decoration graphic definitions for the game panel
111 * added support for accessing native Diamond Caves II level packages
112 * fixed displaying of game panel values for Emerald Mine game engine
113 * fixed displaying end-of-level time and score values on new game panel
116 * added game panel control to display arbitrary elements on game panel
117 * added game panel control to display custom element score (globally
118 unique for identical custom elements) either as value or as element
119 * added ".draw_masked" and ".draw_order" to game panel control drawing
122 * fixed some general bugs with handling of ".active" elements and fonts
125 * cleanup of game panel elements (some elements were not really needed)
126 * added displaying of gravity state (on/off) as new game panel control
127 * added animation for game panel elements (similar to game elements)
130 * added new pseudo game mode "PANEL" to define panel fonts and graphics
131 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
132 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
133 (else graphics would have to use ".PLAYING", which would be confusing)
134 * fixed bug when fading out to game screen with border mask defined
137 * added attribute ".tile_size" for element style game panel controls
140 * added <space> key as additional valid key to use for confirm requester
143 * improved menu fading, adding separate fading definitions for entering
144 and leaving a "content" screen (in general), and optional definitions
145 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
148 * added (currently invisible) setup option to define scroll delay value
149 * fixed small bug in priority handling when auto-detecting level start
150 position in levels without player element (but player from CE etc.)
151 * added option "game.forced_scroll_delay_value" to override user choice
152 of scroll delay value for certain level sets with "graphicsinfo.conf"
153 * replaced setup option "scroll delay: on/off" by new setup option that
154 directly allows selecting the desired scroll delay value from 0 to 8
157 * added displaying of most game panel control elements (not animated)
160 * added new configuration directives to display additional game engine
161 values on the game control panel, like the following examples:
162 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
163 - game.panel.penguins - number of penguins to rescue
164 - game.panel.level_name - level name of current level
167 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
170 * added new player option "no centering when relocating" for "invisible"
171 teleportations to level areas that look exactly the same, giving the
172 illusion that the player did not relocate at all (this was the default
173 since 3.2.3, but caused visual problems with room creation in "Zelda")
174 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
177 * improved menu fading, adding separate fading definitions for entering
178 and leaving a menu and for fading between menu and "content" screens
179 * fixed small bug with recognizing also ".font_xyz" style definitions
182 * improved menu fading, adding separate fading definitions for fading
183 between menu screens and fading between menu and "destination" screens
186 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
187 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
188 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
189 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
191 * improved title fading, allowing fading animation types "none", "fade"
192 and "crossfade" (including cross-fading of last title to main menu)
195 * added configurability of graphics, sounds and music for title screens,
196 which are separated into initial title screens (only shown once at
197 program startup) and title screens shown for a given level set; these
198 title screens can be composed of up to five title images and up to
199 five title text messages (each drawn using an optional background
200 image), also using background music and/or sounds; aspects like
201 background images, sounds and music of title screens can either be
202 defined generally (valid for all title screens) or specifically (and
203 therefore differently for each title screen) using these directives:
205 to define a background image, sound or music file for all screens:
206 - background.TITLE_INITIAL (for all title screens for game startup)
207 - background.TITLE (for all title screens for level sets)
209 to define a background image, sound or music file for a single screen:
210 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
211 - background.titlescreen_x (with x in 1,2,3,4,5)
212 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
213 - background.titlemessage_x (with x in 1,2,3,4,5)
215 to define the title screen images:
216 - titlescreen_initial_x (with x in 1,2,3,4,5)
217 - titlescreen_x (with x in 1,2,3,4,5)
219 to define the title text messages, place text files into the level set
220 directory that have the following file names:
221 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
222 - titlemessage_x.txt (with x in 1,2,3,4,5)
224 to define the properties of the text messages, either use directives
225 that affect all text messages:
226 - [titlemessage_initial].<suffix>
227 - [titlemessage].<suffix>
228 or use directives that affect single text messages:
229 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
230 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
232 valid values for <suffix> are the same as for readme.<suffix> below;
233 use ".sort_priority" (default: 0) to define an arbitrary order for
234 title images and title messages (which can therefore be mixed)
237 * added full configurability of "readme.txt" screen appearance:
238 - readme.x: <left position used with alignment>
239 - readme.y: <top position>
240 - readme.width: <maximim text width in pixels>
241 - readme.height: <maximum text height in pixels>
242 - readme.chars: <maximum number of chars per line>
243 - readme.lines: <maximum number of lines displayed>
244 - readme.align: left,center,right (default: center)
245 - readme.top: top,middle,bottom (default: top)
246 - readme.font: font name
247 - readme.autowrap: true,false (default: true)
248 - readme.centered: true,false (default: false)
249 - readme.parse_comments: true,false (default: true)
250 - readme.sort_priority: (not used here, but only for title screens)
251 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
252 default), they are automatically determined from "readme.width" and
253 "readme.height" accordingly; when they are not "-1", they have
254 precedence over "readme.width" and "readme.height"
255 * added internal ad-hoc config settings for displaying text files like
256 title messages or "readme.txt" style level set info files:
257 - .font: font name (default: readme.font)
258 - .autowrap: true,false (default: readme.autowrap)
259 - .centered: true,false (default: readme.centered)
260 - .parse_comments: true,false (default: readme.parse_comments)
261 (the leading '.' and the separating ':' are mandatory here); to use
262 these ad-hoc settings, they have to be written inside a comment, like
263 "# .autowrap: false" or "# .centered: true"; these settings then
264 override the above global settings (they can even be used more than
265 once, like "# .centered: true", then some text that should be drawn
266 centered, then "# .centered: false" to go back to non-centered text;
267 important note: after using "# .parse_comments: false", or when using
268 "readme.parse_comments: false", detecting and parsing comments inside
269 the file is disabled and comments are just printed like normal text;
270 also be aware that all automatic text size calculations are done with
271 the font defined in "readme.font", while using different fonts using
272 "# .font: <font>" inside the text file may cause unexpected results
275 * changed some numerical limits in the level editor from 255 to 999
278 * added option "system.sdl_videodriver" to select SDL video driver
279 * added output of SDL video and audio driver to "version info" page
282 * added group element drawing to IntelliDraw drawing functions
283 * fixed animation resetting problem again (last try broke Snake Bite)
284 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
287 * added new (special) "include: <filename>" directive that works in all
288 configuration files (like "graphicsinfo.conf") and that has the same
289 effect as if that directive would be replaced with the content of the
290 specified file (this can be useful to split large configuration files
291 into several smaller ones and include them from one main file, or to
292 store configuration settings that always stay the same into a separate
293 file, while including it and only add those parts that really change)
296 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
299 * fixed bug in "InitMovingField()" where treating an integer array as
300 boolean caused wrong resetting of animations while elements are moving
301 * fixed problem with resetting animations when starting element change
304 * added sort priority for order of title screens and title messages
307 * changed end of game again: do not wait for the user to press a key
308 anymore, but directly ask/confirm tape saving and go to hall of fame
309 * re-enabled quitting of lost game by pressing space or return again
310 * added blanking of mouse pointer when displaying title screens
311 * added remaining menu draw offset definitions for info sub-screens
314 * added setup option to select game speed (from very slow to very fast)
315 * improved handling of title text messages (initial and for level set)
318 * added new options "auto-wrap" and "centered" for DC2 style envelopes
321 * fixed displaying and typing of player name when it is centered
322 * added special characters to be allowed for player name (not only A-Z)
325 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
326 (newer versions of the SDL library seem to not like this anymore)
329 * added code for configuration directives for control of game panel
332 * fixed small cosmetical bug with underlining property tabs in editor
335 * fixed small drawing bug in X11FadeRectangle
336 * added new elements for newly supported Diamond Caves II levels:
337 - EM/DC style exits that disappear after passing
338 - white key and gate (one white key needed for each white gate)
339 - fake gate (there is no key to open/pass this kind of gate!)
340 - extended magic wall which also handles pearls and crystals
344 * changed maximum value for endless loop detection to a higher value
345 (some levels really used very deep recursion without being endless)
348 * added new elements for newly supported Diamond Caves II levels:
349 - growing steel walls
350 - snappable land mine
353 * added new elements for newly supported Diamond Caves II levels:
354 - steel text elements
357 * added level file loader for native Diamond Caves II levels
360 * version number set to 3.2.4
363 * version 3.2.3 released
366 * fixed malloc/free bug when updating EMC artwork entries in level list
367 * added workaround (warning and request to quit the current game) when
368 changing elements cause endless recursion loop (which would otherwise
369 freeze the game, causing a crash-like program exit on some systems)
372 * fixed nasty string overflow bug when entering too long envelope text
375 * added feedback sounds for menu navigation "menu.item.activating" and
376 "menu.item.selecting" (for highlighting and executing menu entries)
379 * improved "no scrolling when relocating" to also consider scroll delay
380 (meaning that the player is not automatically centered in this case;
381 this makes it possible to "invisibly" relocate the player to a region
382 of the level playfield which looks the same as the old level region)
383 * fixed bug with not recognizing "main.input.name.align" when active
386 * fixed bug with displaying masked borders over title screens when
387 screen fading is disabled
390 * fixed infinite loop / crash bug when killing the player while having
391 a CE with the setting "kill player X when explosion of <player X>"
392 * added special editor graphic for "char_space" to distinguish it from
393 "empty_space" when editing a level (in-game graphics still the same)
396 * fixed nasty bug with initialization only done for the first player
399 * small change to handle loading empty element/content list micro chunks
402 * uploaded pre-release (test) version 3.2.3-0 binary and source code
405 * some optimizations on startup speed by reducing initial text output
408 * added caching of custom artwork information for faster startup times
411 * fixed graphical bug when using fewer menu entries on level selection
412 screen than usual (with "menu.list_size.LEVELS" directive)
413 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
414 the backbuffer to the backbuffer by error (with identical rectangle)
417 * fixed bug when displaying titlescreen with size less than element tile
418 * fixed bug that caused elements with "change when digging <e>" event
419 to change for _every_ digged element, not only those specified in <e>
420 * fixed bug that caused impact style collision when dropping element one
421 tile over the player that can both fall down and smash players
422 * fixed bug that caused impact style collision when element changed to
423 falling/smashing element over the player immediately after movement
426 * fixed bug that allowed making engine snapshots from the level editor
429 * fixed bugs with player name and current level positions on main screen
432 * added configuration directives for control of title screens:
433 - "title.fade_delay" for fading time
434 - "title.post_delay" for pause between screens (when not crossfading)
435 - "title.auto_delay" to automatically continue after some time
436 these settings can each be overridden by specifying them with titles:
437 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
438 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
439 fading mode can also be specified:
440 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
441 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
442 default is using normal fading for menues and initial title screens,
443 while using cross-fading for level set title screens
444 * fixed bug with background not drawn in Hall of Fame after game was won
447 * added configuration directives for the remaining main menu items
450 * added additional configuration directives for info screen draw offset:
451 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
452 * added additional configuration directives for preview info text
453 * limited mouse wheel sensitive screen area to scrollable screen area
456 * added highlighted menu text entries to menu navigation when selected
459 * fixed bug that prevented player from correctly being created in the
460 top left corner by a custom element change in a level without player
461 * fixed bug that prevented player from being killed when indestructible,
462 non-walkable element is placed on player position by extended change
463 * added configurable menu button, text and input positions to main menu
466 * added page fading effects for remaining info sub-screens
467 * fixed small bug that caused some delays when answering door request
470 * added directives "border.draw_masked.*" for menu/playfield area and
471 door areas to display overlapping/masked borders from "global.border"
474 * fixed bug with CE with move speed "not moving" not being animated
475 * when changing player artwork by CE action, reset animation frame
478 * fixed bug with not unmapping main menu screen gadgets on other screens
479 * fixed bug with un-pausing a paused game by releasing still pressed key
480 * fixed bug with not redrawing screen when toggling to/from fullscreen
481 mode while fast reloading tape (without redrawing playfield contents)
482 * fixed bug with quick-saving tape snapshot despite answering with "no"
485 * version number set to 3.2.3
488 * version 3.2.2 released
491 * fixed bug with redrawing screen in fullscreen mode after quick tape
492 reloading when using the EMC game engine
493 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
496 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
499 * added engine snapshot functionality for instant tape reloading (this
500 only works for the last tape saved using "quick save", and does not
501 work across program restarts, because it completely works in memory)
504 * version number set to 3.2.2
507 * version 3.2.1 released
510 * fixed nasty bugs with handling error message file on Mac OS X systems
513 * general code cleanup (removing many annoying "#if 0" blocks etc.)
516 * fixed bug that caused broken tapes when manually appending to tapes
517 using the "pause before death" functionality, followed by recording
518 * added setup option to disable fading of screens for faster testing
521 * code cleanup of new fading functions
524 * changed behaviour after solved game -- do not immediately stop engine
525 * added some more smooth screen fadings (game start, hall of fame etc.)
528 * fixed bug with displaying pushed CE with value/score/delay anim_mode
531 * added configurable level preview position, tile size and dimensions
532 * added configurable game panel value positions (gems, time, score etc.)
535 * fixed small bug with time displayed incorrectly when collecting CEs
538 * fixed bug with bumpy scrolling with EM engine in double player mode
541 * added compatibility code to fix "Snake Bite" style levels that were
542 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
545 * fixed bug with scrollbars inside editor when using the Windows mouse
546 enhancement tool "True X-Mouse" (which injects key events to the event
547 queue to insert selected stuff into the Windows clipboard, which gets
548 confused with the "Insert" key for jumping to the last editor cascade
549 block in the element list)
550 * added Rocks'n'Diamonds icon for use as window icon to SDL version
551 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
554 * added selection of preferred fullscreen mode to setup / graphics menu
555 (useful if default mode 800 x 600 does not match screen aspect ratio)
558 * improved down-scaling of images for better editor and preview graphics
559 * changed user data directory for Mac OS X from Unix style to new place
562 * improved level number selection in main menu and player selection in
563 setup menu (input devices section) by using standard button gadgets
564 * added support for mouse scroll wheel (caused buggy behaviour before)
565 * added support for scrolling horizontal scrollbars with mouse wheel by
566 holding "Shift" key pressed while scrolling the wheel
567 * added support for single step mouse wheel scrolling by holding "Alt"
568 key pressed while scrolling the wheel (can be combined with "Shift")
569 * changed output file "stderr.txt" on Windows platform now always to be
570 created in the R'n'D sub-directory of the personal documents directory
571 * added Windows message box to direct to "stderr.txt" after error aborts
574 * improved general scrollbar handling (when jump-scrolling scrollbars)
577 * changed scrollbars to always show last line as first after scrolling
578 (that means jumping n - 1 screen lines instead of n screen lines)
581 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
582 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
583 * fixed special handling of vertically stacked acid becoming fake acid
586 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
587 affect multiple instances of the same CE, although this kind of
588 change condition usually only affects one single custom element
591 * version number set to 3.2.1
594 * version 3.2.0 released
597 * reorganized level editor element list a bit to match engines better
600 * fixed newly introduced bug with wrongly initializing clipboard element
603 * fixed bug with displaying visible/invisible level border in editor
606 * reorganized some elements in the level editor element list
609 * fixed bug with displaying any player as "yellow" when moving into acid
610 * fixed bug with displaying running player when player stopped at border
613 * fixed bug with player exploding when moving into acid
614 * fixed bug with level settings being reset in editor and when playing
615 (some compatibility settings being set not only after level loading)
616 * fixed crash bug when number of custom graphic frames was set to zero
617 * fixed bug with teleporting player on walkable tile not working anymore
618 * added partial compatibility support for pre-release-only "CONF" chunk
619 (to make Alan Bond's "color cycle" demo work again :-) )
622 * fixed some bugs when displaying title screens from info screen menu
623 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
626 * changed file major version to 3 to reflect level file format changes
627 * uploaded pre-release (test) version 3.2.0-8 binary and source code
630 * added new chunk "NAME" to level file format for level name settings
631 * added new chunk "NOTE" to level file format for envelope settings
632 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
633 * updated magic(5) file to recognize changed and new level file chunks
634 * removed change events "change when CE value/score changes" as unneeded
637 * changed gravity (which only affects the player) from level property
638 to player property (only makes a difference in multi-player levels)
639 * added change events "change when CE value/score changes"
640 * added change events "change when CE value/score changes of <element>"
643 * added new chunk "INFO" to level file format for global level settings
644 * added all element settings from "HEAD" chunk to "CONF" chunk
645 * added all global level settings from "HEAD" chunk to "INFO" chunk
648 * changed level file format by adding two new chunks "CUSX" (for custom
649 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
650 elements, replacing the previous "GRP1" chunk); these new IFF style
651 chunks use the new and flexible "micro chunks inside chunks" technique
652 already used with the new "CONF" chunk (for normal element properties)
653 which makes it possible to easily extend the existing level format
654 (instead of using fixed-length chunks like before, which are either
655 too big due to reserved bytes for future use, or too small when those
656 reserved bytes have all been used and even more data should be stored,
657 requiring the replacement by new and larger chunks just like it went
658 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
661 * added credits pages to the "credits" section that were really missing
662 * added some missing element descriptions to the level editor
663 * added down position of switchgate switch to the level editor
664 and allowed the use of both switch positions at the same time
665 * changed use of "Insert" and "Delete" keys to navigate element list in
666 level editor to start of previous or next cascading block of elements
669 * added the possibility to view the title screen to the info screen menu
670 * fixed some minor bugs with viewing title screens
673 * fixed bug with title (cross)fading in/out when using fullscreen mode
676 * fixed bug that forced re-defining of menu settings in local graphics
677 config file which are already defined in existing base config file
678 * fixed small bug that caused door sounds playing when music is enabled
681 * added the possibility to define up to five title screens for each
682 level set that are displayed after loading using (cross)fading in/out
683 (this was added to display the various start images of the EMC sets)
686 * added "CE score gets zero [of]" to custom element trigger conditions
687 * added setup option to display element token name in level editor
690 * added compatibility code for Juergen Bonhagen's menu artwork settings
693 * fixed bug with displaying wrong animation frame 0 after CE changes
694 * fixed bug with creating invisible elements when light switch is on
697 * added selection between ECS and AGA graphics for EMC levels to setup
700 * adjusted font handling for various narrow EMC style fonts
703 * changed EM engine behaviour back to re-allow initial rolling springs
706 * fixed handling of over-large selectboxes (less error-prone now)
707 * fixed bug when creating GE with walkable element under the player
710 * added use of "Insert" and "Delete" keys to navigate element list in
711 level editor to start of custom elements or start of group elements
712 * added virtual elements to access CE value and CE score of elements:
713 - "CE value of triggering element"
714 - "CE score of triggering element"
715 - "CE value of current element"
716 - "CE score of current element"
719 * fixed "grass" to "sand" in older EM levels (up to file version V4)
722 * changed behaviour of network games with internal errors (because of
723 different client frame counters) from immediately terminating R'n'D
724 to displaying an error message requester and stopping only the game
725 (also to prevent impression of crashes under non command-line runs)
726 * fixed playing network games with the EMC engine (did not work before)
727 * fixed bug with not scrolling the screen in multi-player mode with the
728 focus on player 1 when all players are moving in different directions
729 * fixed bug with keeping pointer to gadget even after its deallocation
730 * fixed bug with allowing "focus on all players" in network games
731 * fixed bug with player focus when playing tapes from network games
734 * uploaded pre-release (test) version 3.2.0-7 binary and source code
737 * code cleanup for game action control for R'n'D and EMC game engine
740 * fixed bug in multi-player movement with focus on both players
741 * added option to control only the focussed player with all input
744 * added player focus switching to level tape recording and re-playing
747 * fixed some bugs in player focus switching in EMC and RND game engine
750 * added special Supaplex animations for Murphy digging and snapping
751 * added special Supaplex animations for Murphy being bored and sleeping
754 * added four new yam yams with explicit start direction for EMC engine
755 * fixed bug in src/libgame/text.c with printing text outside the window
758 * fixed small bug in EMC level loader (copyright sign in EM II levels)
761 * added delayed ignition of EM style dynamite when used in R'n'D engine
762 * added limited movement range to EMC engine when focus on all players
765 * fixed bug with missing (zero) score values for native Supaplex levels
768 * added "continuous snapping" (snapping many elements while holding the
769 snap key pressed, without releasing the snap key after each element)
770 as a new player setting for more compatibility with the classic games
773 * finished scrolling for "focus on all players" in EMC graphics engine
776 * level sets with "levels: 0" are ignored for levels, but not artwork
777 * fixed bug when scanning empty level group directories (endless loop)
780 * fixed bug with explosion graphic for player using "Murphy" graphic
781 * fixed bug with explosion graphic if player leaves explosion in time
782 * changed some descriptive text in setup menu to use medium-width font
783 * added key shortcut settings for switching player focus to setup menu
786 * fixed bug with random value initialization when recording tapes
787 * fixed bug with playing single player tapes when team mode activated
790 * fixed little bug when trying to switch to player that does not exist
793 * added player switching (visual and quick) to R'n'D and EM game engine
794 * added setup option to select visual or quick in-game player switching
797 * added use of "Home" and "End" keys to handle element list in editor
800 * fixed bug with adding score when playing tape with EMC game engine
801 * added steel wall border for levels using EMC engine without border
802 * finally fixed delayed scrolling in EMC engine also for small levels
805 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
808 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
809 * fixed bug when displaying info element without action, but direction
812 * fixed minor graphical problems with springs smashing and slurping
813 (when using R'n'D style graphics instead of EMC style graphics)
816 * added scroll delay (as configured in setup) to EMC graphics engine
819 * improved screen redraw for EMC graphics engine (faster and smoother)
820 * when not scrolling, do not redraw the whole playfield if not needed
823 * added multi-player mode for EMC game engine (with up to four players)
826 * added android (can clone elements) from EMC engine to R'n'D engine
829 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
832 * added selectbox for initial player speed to player settings in editor
835 * version 3.1.2 created that is basically version 3.1.1, but with a
836 major bug fixed that prevented editing your own private levels
837 * version 3.1.2 released
840 * added magic ball (creates elements) from EMC engine to R'n'D engine
843 * uploaded fixed pre-release version 3.2.0-6 binary and source code
846 * fixed bug when using "CE can leave behind <trigger element>"
847 * added new change condition "(after/when) creation of <element>"
848 * added new change condition "(after/when) digging <element>"
849 * fixed bug accessing invalid gadget that caused crashes under Windows
850 * deactivated new possibility for multiple CE changes per frame
853 * uploaded pre-release (test) version 3.2.0-6 binary and source code
856 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
857 * fixed bug with not keeping CE value for moving CEs with only action
858 * changed CE action selectboxes in editor to be only reset when needed
861 * added option "use artwork from element" for custom player artwork
862 * added option "use explosion from element" for player explosions
865 * added cascaded element lists in the level editor
866 * added persistence for cascaded element lists by "editorcascade.conf"
867 * added dynamic element list with all elements used in current level
868 * added possibility for multiple CE changes per frame (experimental)
871 * uploaded pre-release (test) version 3.2.0-5 binary and source code
874 * changed "score for each 10 seconds/steps left" to "1 second/step"
875 * added own score for collecting "extra time" instead of sharing it
876 * added change events "switched by player" and "player switches <e>"
877 * added change events "snapped by player" and "player snaps <e>"
878 * added "set player artwork: <element choice>" to CE action options
879 * added change event "move of <element>"
882 * added "set player shield: off / normal / deadly" to CE action options
883 * added new player option "use level start element" in level editor
884 to set the correct focus at level start to elements from which the
885 player is created later (this did not work before for cascaded CE
886 changes resulting in creation of the player; it is now also possible
887 to create the player from a yam yam which is smashed at level start)
890 * added "set player speed: frozen (not moving)" to CE action options
891 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
894 * added new player option "block snap field" (enabled by default) to
895 make it possible to show a snapping animation like in Emerald Mine
898 * added dynamic selectboxes to custom element action settings in editor
899 * added "CE value" counter for custom elements (instead of "CE count")
900 * added option to use the last "CE value" after custom element change
901 * added option to use the "CE value" of other elements in CE actions
902 * fixed odd behaviour when pressing time orb in levels w/o time limit
903 * added checkbox "use time orb bug" for older levels that use this bug
906 * added missing configuration settings for the following elements:
907 - EL_TIMEGATE_SWITCH (time of open time gate)
908 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
909 - EL_SHIELD_NORMAL (time of shield duration)
910 - EL_SHIELD_DEADLY (time of shield duration)
911 - EL_EXTRA_TIME (time added to level time)
912 - EL_TIME_ORB_FULL (time added to level time)
915 * added "wind direction" as a movement pattern for custom elements
916 * added initial wind direction for balloon / custom elements to editor
917 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
920 * added parameters for "game of life" and "biomaze" elements to editor
923 * added level file chunk "CONF" for generic level and element settings
926 * uploaded pre-release (test) version 3.2.0-4 binary and source code
929 * skip empty level sets (with "levels: 0"; may be artwork base sets)
930 * added sound action ".page[1]" to ".page[32]" for each CE change page
933 * added image config suffix ".clone_from" to copy whole image settings
934 * fixed bug with invalid ("undefined") CE settings in old level files
937 * fixed graphical bug with smashing elements falling faster than player
940 * fixed major bug which prevented private levels from being edited
941 * fixed bug with precedence of general and special font definitions
944 * fixed graphical bug with player animation when player moves slowly
947 * uploaded pre-release (test) version 3.2.0-3 binary and source code
950 * fixed bug which prevented "global.num_toons: 0" from working
953 * major code cleanup (removed all these annoying "#if 0" blocks)
956 * added custom element actions for CE change page in level editor
959 * fixed music initialization bug in init.c (thanks to David Binderman)
960 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
961 (this bug must probably be fixed at other places, too)
964 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
965 (should be '#include <SDL.h>' instead)
968 * fixed bug which prevented "walkable from no direction" from working
969 (due to compatibility code overwriting this setting after loading)
972 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
975 * version number temporarily set to 3.1.1 (intermediate bugfix release)
976 * version 3.1.1 released
979 * changed some va_arg() arguments from 'long' to 'int', fixing problems
980 on 64-bit architecture systems with LP64 data model
983 * fixed bug with bombs not exploding when hitting the last level line
984 (introduced after the release of 3.1.0)
987 * added support for dumping small-sized level sketches from editor
990 * added recognition of "trigger element" for "change digged element to"
991 (this is not really what the "trigger element" was made for, but its
992 use may seem obvious for leaving back digged elements unchanged)
995 * fixed multiple warnings about failed joystick device initialization
998 * fixed bug with dynamite dropped on top of just dropped custom element
999 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1000 dynamite can still be dropped, but drop key must be released before
1003 * fixed bug with wrong start directory when started from file browser
1004 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1007 * fixed bug causing "change when impact" on player not working
1008 * fixed wrong priority of "hitting something" over "hitting <element>"
1009 * fixed wrong priority of "hit by something" over "hit by <element>"
1012 * fixed graphical bug which caused the player (being Murphy) to show
1013 collecting animations although the element was collected by penguin
1016 * fixed two bugs causing wrong door background graphics in system.c
1017 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1020 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1021 * added "no direction" to "walkable/passable from" selectbox options
1024 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1025 * in tape autoplay, not only report broken, but also missing tapes
1028 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1031 * fixed small bug with "linear" animation not working for active lamp
1034 * fixed bug with moving up despite gravity due to "block last field"
1035 * fixed small bug with wrong draw offset when typing name in main menu
1036 * when reading user names from "passwd", ignore data after first comma
1037 * when creating new "levelinfo.conf", only write some selected entries
1040 * fixed displaying "imported from/by" on preview with empty string
1041 * fixed ignoring draw offset for fonts used for level preview texts
1044 * fixed a delay problem with SDL and too many mouse motion events
1045 * added setup option "skip levels" and level skipping functionality
1048 * added move speed "not moving" for non-moving CEs, but with direction
1051 * fixed mapping of obsolete element token names in "editorsetup.conf"
1052 * fixed bug with sound "acid.splashing" treated as a loop sound
1053 * fixed some little sound bugs in native EM engine
1056 * fixed small bug when dragging scrollbars to end positions
1059 * added editor element descriptions written by Aaron Davidson
1062 * improved fallback handling when configured artwork is not available
1063 (now using default artwork instead of exiting when files not found)
1066 * fixed bug on level selection screen when dragging scrollbar
1069 * fixed bug which caused broken tapes when appending to EM engine tapes
1072 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1075 * added code to replace changed artwork config tokens with other tokens
1076 (needed for backwards compatibility, so that older tokens still work)
1079 * added native R'n'D graphics for some new EMC elements in EM engine
1082 * fixed some bugs in the EM engine integration code
1083 * changed EM engine code to allow diagonal movement
1084 * changed EM engine code to allow use of separate snap and drop keys
1087 * fixed some redraw bugs when using EM engine
1090 * fixed bug with not converting RND levels which are set to use native
1091 engine to native level structure when loading
1094 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1097 * version number set to 3.2.0
1100 * level data now reset to defaults after attempt to load invalid file
1103 * added use of "editorsetup.conf" for different level sets
1106 * added auto-detection for various types of Emerald Mine level files
1109 * fixed bug with scrollbars getting too small when list is very large
1112 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1115 * added most level editor configuration gadgets for new EMC elements
1118 * added more element and graphic definitions for new EMC elements
1121 * modified native EM engine to use integrated R'n'D sound system
1124 * added SDL support to graphics functions in native EM engine
1125 (by always using generic libgame interface functions)
1128 * fixed bug in frame synchronization in native EM engine
1131 * added code to convert levels between R'n'D and native EM engine
1134 * new Emerald Mine engine can now play levels selected in main menu
1137 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1138 (which creates scaled down graphics for level editor and preview);
1139 there's still a memory leak somewhere in the artwork handling code
1140 * added "scale image up" functionality to X11 version of zoom function
1143 * first attempts to integrate new, native Emerald Mine Club engine
1146 * fixed bug in gadget code which caused reset of CEs in level editor
1147 (example: pressing 'b' [grab brush] on CE config page erased values)
1148 (solution: check if gadgets in ClickOnGadget() are really mapped)
1149 * improved level change detection in editor (settings now also checked)
1150 * fixed bug with "can move into acid" and "don't collide with" state
1153 * fixed maze runner style CEs to use the configured move delay value
1156 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1159 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1160 * fixed the above fix because it broke level set "machine" (*sigh*)
1161 * fixed random element placement in level editor to work as expected
1162 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1165 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1168 * fixed bug (missing array boundary check) which caused broken tapes
1169 * fixed bug (when loading level template) which caused broken levels
1170 * fixed bug with new block last field code when using non-yellow player
1173 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1174 * internal change of how the player blocks the last field when moving
1175 * fixed blocking delay of last field for EM and SP style block delay
1176 * fixed bug where the player had to wait for the usual move delay after
1177 unsuccessfully trying to move, when he directly could move after that
1178 * the last two changes should make original Supaplex level 93 solvable
1179 * improved use of random number generator to make it less predictable
1180 * fixed behaviour of slippery SP elements to let slip left, then right
1183 * fixed bug with wrong door state after trying to quickload empty tape
1184 * fixed waste of static memory usage of the binary, making it smaller
1185 * fixed very little graphical bug in Supaplex explosion
1188 * version number set to 3.1.1
1191 * version 3.1.0 released
1194 * fixed bug with crash when writing user levelinfo.conf the first time
1197 * added option "convert LEVELDIR [NR]" to command line batch commands
1198 * re-converted Supaplex levels to apply latest engine fixes
1199 * changed "use graphic/sound of element" to "use graphic of element"
1200 due to compatibility problems with some levels ("bug machine" etc.)
1203 * fixed bug with CE change replacing player with same or other player
1206 * fixed bug with opaque font in envelope with background graphic when
1207 background graphic is not transparent itself
1210 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1211 * corrected original Supaplex level loading code to use these new ports
1212 * also corrected Supaplex loader to auto-count infotrons if set to zero
1215 * fixed bug with missing initialization of "modified" flag for GEs
1218 * fixed bug that caused endless recursion loop when relocating player
1219 * fixed tape recorder bug in "step mode" when using "pause before end"
1220 * fixed tape recorder bug when changing from "warp forward" mode
1223 * fixed bug with "when touching" for pushed elements at last position
1226 * fixed bug that caused two activated toolbox buttons in level editor
1227 * fixed bug with exploding dynabomb under player due to other explosion
1230 * fixed bug with creating walkable custom element under player (again)
1231 * fixed bug with not copying explosion type when copying CEs in editor
1232 * fixed graphical bug when drawing player in setup menu (input devices)
1233 * fixed graphical bug when the player is pushing an accessible element
1234 * fixed bug with classic switchable elements triggering CE changes
1235 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1236 * fixed crash bug when CE leaves behind the trigger player element
1239 * fixed bug with broken tubes after placing/exploding dynamite in them
1240 * fixed bug with exploding dynamite under player due to other explosion
1241 * fixed bug with not resetting push delay under certain circumstances
1244 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1245 * added network multiplayer code for Windows (thanks to Niko Böhm)
1248 * added option "reachable despite gravity" for gravity movement
1249 * changed gravity movement of most classic walkable and passable
1250 elements back to "not reachable" (for compatibility reasons)
1253 * fixed (removed) "indestructible" / "can explode" dependency in editor
1254 * fixed (removed) "accessible inside" / "protected" dependency
1255 * fixed (removed) "step mode" / "shield time" dependency
1258 * fixed dynabombs exploding now into anything diggable
1259 * fixed Supaplex style gravity movement into buggy base now impossible
1260 * added pressing key "space" as valid action to select menu options
1263 * added "replace when walkable" to relocate player to walkable element
1264 * added "enter"/"leave" event for elements affected by relocation
1265 * fixed "direct"/"indirect" change order also for "when change" event
1266 * fixed graphical bug when pushing things from elements walkable inside
1269 * fixed graphic bug when player is snapping while moving in old levels
1270 * fixed bug when a moving custom element leaves a player element behind
1271 * fixed bug with mole not disappearing when moving into acid pool
1272 * fixed bug with incomplete path setting when using "--basepath" option
1273 * moving CE can now leave walkable elements behind under the player
1274 * when relocating, player can be set on walkable element now
1275 * fixed another gravity movement bug
1278 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1281 * added "collectible" and "removable" to extended replacement types
1282 (where "removable" replaces "diggable" and "collectible" elements)
1283 * added "collectible & throwable" (to throw element to the next field)
1284 * fixed bug with CEs digging elements that are just about to explode
1285 * changed mouse cursor now always being visible when game is paused
1288 * added possibility to push/press accessible elements from a side that
1290 * fixed bug with not setting actual date when appending to tape
1293 * fixed bug with incorrectly initialized custom element editor graphics
1296 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1297 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1300 * fixed bug with destroyed robot wheel still attracting robots forever
1301 * fixed bug with time gate switch deactivating after robot wheel time
1302 (while the time gate itself is not affected by this misbehaviour)
1303 * changed behaviour of BD style amoeba to always get blocked by player
1304 (before it was different when there were non-BD elements in level)
1305 * fixed bug with player destroying indestructable elements with shield
1308 * added option to make growing elements grow into anything diggable
1309 (for the various amoeba types, biomaze and "game of life")
1312 * fixed bug with movable elements not moving after left behind by CEs
1313 * changed gravity movement to anything diggable, not only sand/base
1314 * optionally allowing passing to walkable element, not only empty space
1315 * added option "can pass to walkable element" for players
1316 * finally fixed gravity movement (hopefully)
1319 * fixed bug with movable elements not moving anymore after falling down
1322 * fixed another bug with custom elements digging and leaving elements
1323 * fixed bug with "along left/right side" and automatic start direction
1324 * trigger elements now also displayed when "more custom" deactivated
1325 * fixed bug with clipboard element initialized when loading new level
1326 * added option "drop delay" to set delay before dropping next element
1329 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1332 * added copy and paste functions for custom change pages
1333 * enhanced graphical display and functionality of tape recorder
1334 * fixed bug with custom elements digging and leaving elements
1337 * added move speed faster than "very fast" for custom elements
1338 * fixed bug with 3+3 style explosions and missing border content
1339 * fixed little bug when copying custom elements in the editor
1340 * enhanced custom element changes by more side trigger actions
1343 * added option "no scrolling when relocating" for instant teleporting
1344 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1347 * added trigger element and trigger player to use as target elements
1348 * added copy and paste functions for custom and group elements
1351 * fixed graphical bug when displaying explosion animations
1352 * fixed bug when appending to tapes, resulting in broken tapes
1353 * re-recorded a few tapes broken by fixing gravity checking bug
1356 * "can move into acid" property now for all elements independently
1357 * "can fall into acid" property for player stored in same bitfield now
1358 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1359 * version number set to 3.1.0 (finally!)
1362 * changed tape recording to only record input, not programmed actions
1365 * fixed totally broken (every 8th frame skipped) step-by-step recording
1366 * fixed bug with requester not displayed when quick-loading interrupted
1367 * added option "can fall into acid (with gravity)" for players
1368 * fixed bug with player not falling when snapping down with gravity
1371 * fixed bug which messed up key config when using keypad number keys
1374 * fixed bug which allowed moving upwards even when gravity was active
1375 * fixed bug with missing error handling when dumping levels or tapes
1378 * added different colored editor graphics for Supaplex gravity tubes
1381 * fixed bug that allowed solvable tapes for unsolvable levels
1384 * use unlimited number of droppable elements when "count" set to zero
1385 * added option to use step limit instead of time limit for level
1388 * added player and change page as trigger for custom element change
1391 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1394 * fixed bug with dark yamyam changing to acid when moving over acid
1395 * fixed handling of levels with more than 999 seconds level time
1396 (example: level 76 of "Denmine")
1399 * "spring push bug" reintroduced as configurable element property
1400 * fixed bug with missing properties for "mole"
1401 * fixed bug that showed up when fixing the above "mole" properties bug
1402 * added option "can move into acid" for all movable elements
1403 * fixed graphical bug for elements moving into acid
1404 * changed event handling to handle all pending events before going on
1407 * fixed bug which caused all CE change pages to be ignored which had
1408 the same change event, but used a different element side
1409 (reported by Simon Forsberg)
1411 * fixed bug which caused elements that can move and fall and that are
1412 transported by a conveyor belt to continue moving into that direction
1413 after leaving the conveyor belt, regardless of their own movement
1414 type; only elements which can not move are transported now
1415 (reported by Simon Forsberg)
1417 * fixed bug which could cause an array overflow in RelocatePlayer()
1418 (reported by Niko Böhm)
1420 * changed Emerald Mine style "passable / over" elements to "protected"
1421 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1423 * added new option to select from which side a "walkable/passable"
1424 element can be entered
1427 * added explosion and ignition delay for elements that can explode
1430 * fixed bug which caused player not being protected against enemies
1431 when a CE was "walkable / inside" and was not "indestructible"
1432 * added "walkable/passable" fields to be "protected/unprotected"
1433 against enemies, even if not accessible "inside" but "over/under"
1436 * corrected move pattern to 32 bit and initial move direction to 8 bit
1439 * added second custom element base configuration page
1442 * added some special EMC mappings to Emerald Mine level loader
1443 (also covering previously unknown element in level 0 of "Bondmine 8")
1446 * added option to block last field when player is moving (for Supaplex)
1447 * adjusted push delay of Supaplex elements
1448 * removed delays for envelopes etc. when replaying with maximum speed
1449 * fixed bug when dropping element on a field that just changed to empty
1452 * fixed bug: infotrons can now smash yellow disks
1453 * fixed bug: when gravity active, port above player can now be entered
1454 * removed "one white dot" mouse pointer which irritated some people
1457 * added "choice type" for group element selection
1460 * fixed bug with initial invulnerability of non-yellow player
1463 * added level loader for loading native Supaplex packed levels
1464 (including multi-part levels like the "splvls99" levels)
1467 * fixed bug which allowed creating emeralds by escaping explosions
1470 * custom elements can change (limited) or leave (unlimited) elements
1471 * finally added multiple matches using group elements
1472 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1475 * added new start movement type "previous" for continued CE movement
1476 * added new start movement type "random" for random CE movement start
1479 * added new element "sokoban_field_player" needed for Sokoban levels
1480 (thanks to Ed Booker for pointing this out!)
1483 * added elements that can be digged or left behind by custom elements
1486 * added group elements for multiple matches and random element creation
1489 * fixed some graphical errors displayed in old levels
1492 * fixed wrong double speed movement after passing closing gates
1495 * added level loader for loading native Emerald Mine levels
1498 * changes for "shooting" style CE movement
1501 * Happy New Year! ;-)
1504 * changed default snap/drop keys from left/right Shift to Control keys
1507 * fixed bug with dead player getting reanimated from custom element
1510 * fixed bug with wrong penguin graphics (when entering exit)
1513 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1516 * version number set to 3.0.9
1519 * version 3.0.8 released
1522 * added function checked_free()
1525 * fixed bug with double nut cracking sound
1526 (by eliminating "default element action sound" assignment in init.c)
1529 * fixed crash when no music info files are available
1532 * fixed boring and sleeping sounds
1535 * added "maze runner" and "maze hunter" movement types
1536 * added extended collision conditions for custom elements
1539 * added warnings for undefined token values in artwork config files
1542 * added menu entry for level set information to the info screen
1545 * fixed bug with wrong default impact sound for colored emeralds
1548 * added several sub-screens for the info screen
1549 * menu text now also clickable (not only blue/red sphere left of it)
1552 * added configurable "bored" and "sleeping" animations for the player
1553 * added "awakening" sound for player when waking up after sleeping
1556 * added "copy" and "exchange" functions for custom elements to editor
1559 * added configurable element animations for info screen
1562 * added configurable music credits for info screen
1565 * finally fixed tape recording when player is created from CE change
1568 * added "editorsetup.conf" for editor element list configuration
1571 * added "musicinfo.conf" for menu and level music configuration
1574 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1575 (that only showed up on Linux, but not on Windows systems)
1578 * fixed turning movement of butterflies and fireflies (no frame reset)
1579 * enhanced sniksnak turning movement (two steps instead of only one)
1582 * version number set to 3.0.8
1585 * version 3.0.7 released
1588 * fixed reset of player animation frame when, for example,
1589 walking, digging or collecting share the same animation
1590 * fixed CE with "deadly when touching" exploding when touching amoeba
1593 * fixed tape recording when player is created from CE element change
1596 * introduced "turning..." action graphic for elements with move delay
1597 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1598 * added turning animations for bug, spaceship and sniksnak
1601 * prevent "extended" changed elements from delay change in same frame
1604 * fixed bug when pushing element that can move away to the side
1605 (like pushing falling elements, but now with moving elements)
1608 * finally fixed serious bug in code for delayed element pushing (again)
1611 * unavailable setup options now marked as "n/a" instead of "off"
1612 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1613 to "true", levels are always played with the latest game engine,
1614 which is desired for levels that are imported from other games; all
1615 other levels are played with the engine version stored in level file
1616 (which is normally the engine version the level was created with)
1619 * fixed serious bug in code for delayed element pushing
1620 * fixed little bug in animation frame selection for pushed elements
1621 * speed-up of reading config file for verbose output
1624 * added configuration option for opening and closing Supaplex exit
1625 * added configuration option for moving up/down animation for Murphy
1626 * fixed incorrectly displayed animation for attacking dragon
1627 * fixed bug with not setting initial gravity for each new game
1628 * fixed bug with teleportation of player by custom element change
1629 * fixed bug with player not getting smashed by rock sometimes
1632 * version number set to 3.0.7
1635 * version 3.0.6 released
1638 * added support for MP3 music for SDL version through SMPEG library
1641 * fixed bug when initializing font graphic structure
1642 * fixed bug with animation mode "pingpong" when using only 1 frame
1643 * fixed bug with extended change target introduced in 3.0.5
1644 * fixed bug where passing over moving element doubles player speed
1645 * fixed bug with elements continuing to move into push direction
1646 * fixed bug with duplicated player when dropping bomb with shield on
1647 * added "switching" event for custom elements ("pressing" only once)
1648 * fixed switching bug (resetting flag when not switching but not idle)
1651 * fixed element tokens for certain file elements with ".active" etc.
1654 * version number set to 3.0.6
1657 * version 3.0.5 released
1660 * now four envelope elements available
1661 * font, background, animation and sound for envelope now configurable
1662 * main menu doors opening/closing animation type now configurable
1665 * active/inactive sides configurable for custom element changes
1666 * new movement type "move when pushed" available for custom elements
1669 * fixed bug in multiple config pages loader code that caused crashes
1672 * enhanced (remaining low-resolution) Supaplex graphics
1675 * version number set to 3.0.5
1678 * version 3.0.4 released
1680 2003-09-12 src/tools.c
1681 * fixed bug in custom definition of crumbled element graphics
1683 2003-09-11 src/files.c
1684 * fixed bug in multiple config pages code that caused crashes
1687 * version number set to 3.0.4
1690 * version 3.0.3 released
1693 * added music to Supaplex classic level set
1695 2003-09-07 src/libgame/misc.c
1696 * added support for loading various music formats through SDL_mixer
1698 2003-09-06 (various source files)
1699 * fixed several nasty bugs that may have caused crashes on some systems
1700 * added envelope content which gets displayed when collecting envelope
1701 * added multiple change event pages for custom elements
1703 2003-08-24 src/game.c
1704 * fixed problem with player animation when snapping and moving
1706 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1707 * fixed problem with flickering when drawing toon animations
1709 2003-08-23 src/libgame/sdl.c
1710 * fixed problem with setting mouse cursor in SDL version in fullscreen
1712 2003-08-23 src/game.c
1713 * fixed bug (missing array boundary check) which could crash the game
1716 * version number set to 3.0.3
1719 * version 3.0.2 released
1721 2003-08-21 src/game.c
1722 * fixed bug with creating inaccessible elements at player position
1724 2003-08-20 src/init.c
1725 * fixed bug with not finding current level artwork directory
1727 2003-08-20 src/files.c
1728 * fixed bug with choosing wrong engine version when playing tapes
1729 * fixed bug with messing up custom element properties in 3.0.0 levels
1732 * version number set to 3.0.2
1735 * version 3.0.1 released
1737 2003-08-17 (no source files affected)
1738 * changed all "classic" PCX image files with 16 colors or less to
1739 256 color (8 bit) storage format, because the Allegro game library
1740 cannot handle PCX files with less than 256 colors (contributed
1741 graphics are not affected and might look wrong in the DOS version)
1743 2003-08-16 src/init.c
1744 * fixed bug which (for example) crashed the level editor when defining
1745 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1746 (only set to default) -- invalid graphics now set to default graphic
1748 2003-08-16 src/init.c
1749 * fixed graphical bug of player digging/collecting/snapping element
1750 when no corresponding graphic/animation is defined for this action,
1751 resulting in player being drawn as EL_EMPTY (which should only be
1752 done to elements being collected, but not to the player)
1754 2003-08-16 src/game.c
1755 * fixed small graphical bug of player not totally moving into exit
1757 2003-08-16 src/libgame/setup.c
1758 * fixed bug with wrong MS-DOS 8.3 filename conversion
1760 2003-08-16 src/tools.c
1761 * fixed bug with invisible mouse cursor when pressing ESC while playing
1763 2003-08-16 (various source files)
1764 * added another 128 custom elements (disabled in editor by default)
1766 2003-08-16 src/editor.c
1767 * fixed NULL string bug causing Solaris to crash in sprintf()
1769 2003-08-16 src/screen.c
1770 * fixed drawing over scrollbar on level selection with custom fonts
1772 2003-08-15 src/game.c
1773 * cleanup of simple sounds / loop sounds / music settings
1775 2003-08-08 (various source files)
1776 * added custom element property for dropping collected elements
1778 2003-08-08 src/conf_gfx.c
1779 * fixed bug with missing graphic for active red disk bomb
1781 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1782 * extended variable "level.gravity" to "level.initial_gravity" and
1783 "game.current_gravity" to prevent level setting from being changed
1784 by playing the level (keeping the runtime value after playing)
1786 * fixed graphics bug when digging element that has 'crumbled' graphic
1787 definition, but not 'diggable' graphic definition
1790 * version number set to 3.0.1
1793 * version 3.0.0 released
1796 * various bug fixes; among others:
1797 - fixed bug with pushing spring over empty space
1798 - fixed bug with leaving tube while placing dynamite
1799 - fixed bug with explosion of smashed penguins
1800 - allow Murphy player graphic in levels with non-Supaplex elements
1804 * I have forgotten to document changes for some time
1807 * pre-release version 2.2.0rc1 released
1810 * version number set to 2.1.2
1813 * version 2.1.1 released
1816 * version number set to 2.1.1
1819 * version 2.1.0 released
1822 * version number set to 2.1.0
1824 2002-04-03 to 2002-05-19 (various source files)
1825 * graphics, sounds and music now fully configurable
1826 * bug fixed that prevented walking through tubes when gravity on
1828 2002-04-02 src/events.c, src/editor.c
1829 * Make Escape key less aggressive when playing or when editing level.
1830 This can be configured as an option in the setup menu. (Default is
1831 "less aggressive" which means "ask user if something can be lost"
1832 when pressing the Escape key.)
1834 2002-04-02 src/screen.c
1835 * Added "graphics setup" screen.
1837 2002-04-01 src/screen.c
1838 * Changed "choose level" setup screen stuff to be more generic (to
1839 make it easier to add more "choose from generic tree" setup screens).
1841 2002-04-01 src/config.c, src/timestamp.h
1842 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1843 automatically gets created by "src/Makefile" and contains an actual
1844 compile-time timestamp to identify development versions of the game).
1846 2002-03-31 src/tape.c, src/events.c
1847 * Added quick game/tape save/load functions to tape stuff which can be
1848 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1849 loads previously recorded tape and directly goes into recording mode
1850 from the end of the tape (therefore appending to the tape).
1852 2002-03-31 src/tape.c
1853 * Added "index mark" function to tape recorder. When playing or
1854 recording, "eject" button changes to "index" button. Setting index
1855 mark is not yet implemented, but pressing index button when playing
1856 allows very quick advancing to end of tape (when normal playing),
1857 very fast forward mode (when playing with normal fast forward) or
1858 very fast reaching of "pause before end of tape" (when playing with
1859 "pause before end" playing mode).
1861 2002-03-30 src/cartoons.c
1862 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1864 2002-03-29 src/screen.c
1865 * Changed setup screen stuff to be more generic (to make it easier
1866 to add more setup screens).
1868 2002-03-23 src/main.c, src/main.h
1869 * Various changes due to the introduction of the new libgame files
1870 "setup.c" and "joystick.c".
1872 2002-03-23 src/files.c
1873 * Generic parts of "src/files.c" (mainly setup and level directory
1874 stuff) moved to new libgame file "src/libgame/setup.c".
1876 2002-03-23 src/joystick.c
1877 * File "src/joystick.c" moved to libgame source tree, with
1878 correspondig changes.
1880 2002-03-22 src/screens.c
1881 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1882 (Wrong level series information displayed when entering main group.)
1884 2002-03-22 src/editor.c
1885 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1887 2002-03-22 src/editor.c
1888 * Changed behaviour of "Escape" key in level editor to be more
1889 intuitive: When in "Element Properties" or "Level Info" mode,
1890 return to "Drawing Mode" instead of leaving the level editor.
1892 2002-03-21 src/game.c, src/editor.c, src/files.c
1893 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1894 gems (emeralds, diamonds, ...) slipping down from normal wall,
1895 steel wall and growing wall (as in E.M.C. style levels). Although
1896 the behaviour of contributed and private levels wasn't changed (due
1897 to the use of "level.game_version"; see previous entry), editing
1898 those levels will (of course) change the behaviour accordingly.
1900 This change seems a bit too hard after thinking about it, because
1901 the EM style behaviour is not the "expected" behaviour (gems would
1902 normally only slip down from "rounded" walls). Therefore this was
1903 now changed to an element property for gem style elements, with the
1904 default setting "off" (which means: no special EM style behaviour).
1905 To fix older converted levels, this flag is set to "on" for pre-2.0
1906 levels that are neither contributed nor private levels.
1908 2002-03-20 src/files.h
1909 * Corrected settings for "level.game_version" depending of level type.
1910 (Contributed and private levels always get played with game engine
1911 version they were created with, while converted levels always get
1912 played with the most recent version of the game engine, to let new
1913 corrections of the emulation behaviour take effect.)
1915 2002-03-20 src/main.h
1916 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1917 compiling the SDL version on some systems.
1918 Thanks to the several people who pointed this out.
1921 * Version number set to 2.0.2.
1924 * Version 2.0.1 released.
1926 2002-03-18 src/screens.c
1927 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1929 2002-03-18 src/files.c [src/libgame/misc.c]
1930 * Moved some common functions from src/files.c to src/libgame/misc.c.
1932 2002-03-18 src/files.c [src/libgame/misc.c]
1933 * Changed permissions for new directories and saved files (especially
1934 score files) according to suggestions of Debian users and mantainers.
1935 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1937 2002-03-17 src/files.c
1938 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1939 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1940 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1941 for levels and "TAPE" for tapes). Old "cookie" style format is
1942 still supported for reading. New level and tape files are written
1945 * New IFF chunk "VERS" contains version numbers for file and game
1946 (where "game version" is the version of the program that wrote the
1947 file, and "file version" is a version number to distinguish files
1948 with different format, for example after adding new features).
1950 2002-03-15 src/screen.c
1951 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1952 (Before, you heard a mixture of the in-game music and the
1953 hall-of-fame music.)
1955 2002-03-14 src/events.c
1956 * Function "DumpTape()" (files.c) now available by pressing 't' from
1957 main menu (when in DEBUG mode).
1959 2002-03-14 src/game.c
1960 * "GameWon()": When game was won playing a tape, now there is no delay
1961 raising the score and no corresponding sound is played.
1963 2002-03-14 src/files.c
1964 * Changed "LoadTape()" for real chunk support and also adjusted
1965 "SaveTape()" accordingly.
1967 2002-03-14 src/game.c, src/tape.c, src/files.c
1968 * Important changes to tape format: The old tape format stored all
1969 actions with a real effect with a corresponding delay between the
1970 stored actions. This had some major disadvantages (for example,
1971 push delays had to be ignored, pressing a button for some seconds
1972 mutated to several single button presses because of the non-action
1973 delays between two action frames etc.). The new tape format just
1974 stupidly records all device actions and replays them later. I really
1975 don't know why I haven't solved it that way before?! Old-style tapes
1976 (with tape file version less than 2.0) get converted to the new
1977 format on-the-fly when loading and can therefore still be played;
1978 only some minor parts of the old-style tape handling code was needed.
1979 (A perfect conversion is not possible, because there is information
1980 missing about the device actions between two action frames.)
1982 2002-03-14 src/files.c
1983 * New function "DumpTape()" to dump the contents of the current tape
1984 in a human readable format.
1986 2002-03-14 src/game.c
1987 * Small tape bug fixed: When automatically advancing to next level
1988 after a game was won, the tape from the previous level still was
1989 loaded as a tape for the new level.
1991 2002-03-14 src/tape.c
1992 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1993 tape, cartoons did not get completely removed because
1994 StopAnimation() was not called.
1996 2002-03-13 src/files.c
1997 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1998 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1999 size even when using 16-bit elements). Added new chunk "CNT2" for
2000 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2001 chunk even when content was 16-bit element). "CNT2" should now be
2002 able to store content for arbitrary elements (up to eight blocks of
2003 3 x 3 element arrays). All "CNT2" elements will always be stored as
2004 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2006 2002-03-13 src/files.c
2007 * Changed "LoadLevel()" for real chunk support.
2009 2002-03-12 src/game.c
2010 * Fixed problem (introduced after 2.0.0 release) with penguins
2011 not getting killed by enemies
2013 2002-02-24 src/game.c, src/main.h
2014 * Added "player->is_moving"; now "player->last_move_dir" does
2015 not contain any information if the player is just moving at
2017 Before, "player->last_move_dir" was misused for this purpose
2018 for the robot stuff (robots don't kill players when they are
2019 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2020 broke tapes when walking through pipes!
2021 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2022 in a continuous movement. This fact is ignored for friends and