2 * fixed growing steel wall to also leave behind steel wall instead of
3 normal, destructible wall
4 * fixed handling of rocks falling through stacks of quicksand with
5 different speed (before, the rocks just got stuck in the quicksand)
8 * fixed nasty bug with auto-override and normal override not working on
9 program startup (especially when current level set has custom artwork)
12 * version 3.2.5 released as special edition "R'n'D jue"
15 * fixed X11 crash bug when blitting masked title screens over background
18 * changed build system to support special editions (like "R'n'D jue")
19 * added (hardcoded) loading graphics for "R'n'D jue" special edition
20 * fixed X11 crash bug when scaling images with width/height less than 32
23 * added "background.PLAYING" (only visible as two-pixel border in game)
24 * added default level set for first start of special R'n'D version
25 * changed door animations for editor always behaving like "quick doors"
28 * added new custom artwork setup option "auto-override non-CE sets" for
29 automatic artwork override that is only used for level sets without
30 custom element artwork (as it does not make much sense to override
31 any artwork that redefines custom element artwork for sets using CEs)
32 * fixed default artwork for "special" R'n'D versions always using the
33 "classic" artwork as the base if base artwork is not explicitly
34 defined in "levelinfo.conf", regardless of different default artwork
35 used by the special R'n'D version -- this is needed because any such
36 custom artwork is designed using the "classic" artwork definitions as
37 the base (including menu definitions and screen positions etc., which
38 would otherwise be taken from the different special default artwork)
41 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
42 for both EMC and R'n'D graphics engine (heavy workarounds needed due
43 to massively broken handling of quicksand in R'n'D game engine)
44 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
45 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
48 * fixed small bug in toon drawing (introduced when fixing the crash bug)
51 * added graphics definition "game.panel.highscore" to display the
52 current levels current high score in the game panel
55 * version number set to 3.2.5
58 * version 3.2.4 released
61 * fixed crash bug in toon drawing functions for large step offset values
64 * fixed some problems with displaying game panel when quick-loading tape
67 * fixed (experimental only) redrawing of every tile per frame (even if
68 unneeded) for the extended (R'n'D based) EMC graphics engine
69 * added optimization to only calculate element count for panel display
70 if really needed (that is, if element count values defined on panel)
71 * fixed problem with special editor door redraw when entering main menu
74 * fixed bug with displaying background for title messages on info screen
75 * some code cleanup for the extended (R'n'D based) EMC graphics engine
78 * fixed bug with CE action "move player" always resulting in player 4
79 if there was a CE action with no trigger player (because the player
80 element was calculated by using log_2() from trigger player bits with
81 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
82 triggering player bit mask and handling all players in "move player"
83 * fixed bug when defined artwork cannot be found for artwork that has
84 default artwork cloned from other artwork (without default filename)
85 * added several fixes to the extended (R'n'D based) EMC graphics engine
88 * fixed broken editor copy and paste for custom elements between levels
91 * title messages are now also searched in graphics artwork directory;
92 those found in graphics directory have precendence over those found
93 in level directory -- this handles title messages stored in graphics
94 directories as part of the artwork set, just like title images; this
95 makes sense, as corresponding special font definitions for messages
96 are usually defined in the same graphics artwork directory, and also
97 because title images and title messages that are combined in a level
98 set introduction should usually not be separated when the level set
99 is used with a different artwork set (e.g. using "override graphics")
100 * fixed problem with door borders on main screen by first drawing doors
101 and then the corresponding border masks, but not vice versa
102 * fixed problem with artwork config entries using the value "[DEFAULT]";
103 this does not what one might expect, but sets the value to an invalid
104 value -- solution: simply ignore such entries, which results in this
105 value keeping its previous (real) default value (in general, entries
106 that should use their default value should just not be defined here)
107 * fixed problem with wrong fading area size from main menu to setup menu
110 * fixed problem with broken crumbled graphics after level set changes
111 when using R'n'D custom artwork with level sets using the EMC engine
114 * fixed invisible "joysticks deactivated ..." text on setup input screen
117 * added use of hashes created from static lists (element tokens, image
118 config, font tokens) to speed up lookup of configuration parameters
119 * fixed bug where element and graphic config token lookup was mixed up
122 * added "busy" animation when initializing program and loading artwork
123 * added initialization profiling for program startup (debugging only)
126 * fixed(?) very strange bug apparently triggered by memset() when code
127 was cross-compiled with MinGW cross-compiler for Windows XP platform
128 (this only happened when using SDL.dll also self-compiled with MinGW)
131 * added graphics engine directive "border.draw_masked_when_fading" that
132 enables/disables drawing of border mask over screen that is just faded
135 * fixed small problem with separate fading definition for game screen
138 * added additional configuration directives for setup screen draw offset
139 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
140 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
141 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
142 used to define draw offset on custom artwork selection screens and
143 "CHOOSE_OTHER" is used on all other list style selection screens, like
144 choosing game speed or screen mode for fullscreen mode)
145 * added additional configuration directives to define main menu buttons:
146 - menu.button_name and menu.button_name.active
147 - menu.button_levels and menu.button_levels.active
148 - menu.button_scores and menu.button_scores.active
149 - menu.button_editor and menu.button_editor.active
150 - menu.button_info and menu.button_info.active
151 - menu.button_game and menu.button_game.active
152 - menu.button_setup and menu.button_setup.active
153 - menu.button_quit and menu.button_quit.active
154 * added eight pure decoration graphic definitions for the game panel
157 * added support for accessing native Diamond Caves II level packages
158 * fixed displaying of game panel values for Emerald Mine game engine
159 * fixed displaying end-of-level time and score values on new game panel
162 * added game panel control to display arbitrary elements on game panel
163 * added game panel control to display custom element score (globally
164 unique for identical custom elements) either as value or as element
165 * added ".draw_masked" and ".draw_order" to game panel control drawing
168 * fixed some general bugs with handling of ".active" elements and fonts
171 * cleanup of game panel elements (some elements were not really needed)
172 * added displaying of gravity state (on/off) as new game panel control
173 * added animation for game panel elements (similar to game elements)
176 * added new pseudo game mode "PANEL" to define panel fonts and graphics
177 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
178 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
179 (else graphics would have to use ".PLAYING", which would be confusing)
180 * fixed bug when fading out to game screen with border mask defined
183 * added attribute ".tile_size" for element style game panel controls
186 * added <space> key as additional valid key to use for confirm requester
189 * improved menu fading, adding separate fading definitions for entering
190 and leaving a "content" screen (in general), and optional definitions
191 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
194 * added (currently invisible) setup option to define scroll delay value
195 * fixed small bug in priority handling when auto-detecting level start
196 position in levels without player element (but player from CE etc.)
197 * added option "game.forced_scroll_delay_value" to override user choice
198 of scroll delay value for certain level sets with "graphicsinfo.conf"
199 * replaced setup option "scroll delay: on/off" by new setup option that
200 directly allows selecting the desired scroll delay value from 0 to 8
203 * added displaying of most game panel control elements (not animated)
206 * added new configuration directives to display additional game engine
207 values on the game control panel, like the following examples:
208 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
209 - game.panel.penguins - number of penguins to rescue
210 - game.panel.level_name - level name of current level
213 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
216 * added new player option "no centering when relocating" for "invisible"
217 teleportations to level areas that look exactly the same, giving the
218 illusion that the player did not relocate at all (this was the default
219 since 3.2.3, but caused visual problems with room creation in "Zelda")
220 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
223 * improved menu fading, adding separate fading definitions for entering
224 and leaving a menu and for fading between menu and "content" screens
225 * fixed small bug with recognizing also ".font_xyz" style definitions
228 * improved menu fading, adding separate fading definitions for fading
229 between menu screens and fading between menu and "destination" screens
232 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
233 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
234 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
235 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
237 * improved title fading, allowing fading animation types "none", "fade"
238 and "crossfade" (including cross-fading of last title to main menu)
241 * added configurability of graphics, sounds and music for title screens,
242 which are separated into initial title screens (only shown once at
243 program startup) and title screens shown for a given level set; these
244 title screens can be composed of up to five title images and up to
245 five title text messages (each drawn using an optional background
246 image), also using background music and/or sounds; aspects like
247 background images, sounds and music of title screens can either be
248 defined generally (valid for all title screens) or specifically (and
249 therefore differently for each title screen) using these directives:
251 to define a background image, sound or music file for all screens:
252 - background.TITLE_INITIAL (for all title screens for game startup)
253 - background.TITLE (for all title screens for level sets)
255 to define a background image, sound or music file for a single screen:
256 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
257 - background.titlescreen_x (with x in 1,2,3,4,5)
258 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
259 - background.titlemessage_x (with x in 1,2,3,4,5)
261 to define the title screen images:
262 - titlescreen_initial_x (with x in 1,2,3,4,5)
263 - titlescreen_x (with x in 1,2,3,4,5)
265 to define the title text messages, place text files into the level set
266 directory that have the following file names:
267 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
268 - titlemessage_x.txt (with x in 1,2,3,4,5)
270 to define the properties of the text messages, either use directives
271 that affect all text messages:
272 - [titlemessage_initial].<suffix>
273 - [titlemessage].<suffix>
274 or use directives that affect single text messages:
275 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
276 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
278 valid values for <suffix> are the same as for readme.<suffix> below;
279 use ".sort_priority" (default: 0) to define an arbitrary order for
280 title images and title messages (which can therefore be mixed)
283 * added full configurability of "readme.txt" screen appearance:
284 - readme.x: <left position used with alignment>
285 - readme.y: <top position>
286 - readme.width: <maximim text width in pixels>
287 - readme.height: <maximum text height in pixels>
288 - readme.chars: <maximum number of chars per line>
289 - readme.lines: <maximum number of lines displayed>
290 - readme.align: left,center,right (default: center)
291 - readme.top: top,middle,bottom (default: top)
292 - readme.font: font name
293 - readme.autowrap: true,false (default: true)
294 - readme.centered: true,false (default: false)
295 - readme.parse_comments: true,false (default: true)
296 - readme.sort_priority: (not used here, but only for title screens)
297 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
298 default), they are automatically determined from "readme.width" and
299 "readme.height" accordingly; when they are not "-1", they have
300 precedence over "readme.width" and "readme.height"
301 * added internal ad-hoc config settings for displaying text files like
302 title messages or "readme.txt" style level set info files:
303 - .font: font name (default: readme.font)
304 - .autowrap: true,false (default: readme.autowrap)
305 - .centered: true,false (default: readme.centered)
306 - .parse_comments: true,false (default: readme.parse_comments)
307 (the leading '.' and the separating ':' are mandatory here); to use
308 these ad-hoc settings, they have to be written inside a comment, like
309 "# .autowrap: false" or "# .centered: true"; these settings then
310 override the above global settings (they can even be used more than
311 once, like "# .centered: true", then some text that should be drawn
312 centered, then "# .centered: false" to go back to non-centered text;
313 important note: after using "# .parse_comments: false", or when using
314 "readme.parse_comments: false", detecting and parsing comments inside
315 the file is disabled and comments are just printed like normal text;
316 also be aware that all automatic text size calculations are done with
317 the font defined in "readme.font", while using different fonts using
318 "# .font: <font>" inside the text file may cause unexpected results
321 * changed some numerical limits in the level editor from 255 to 999
324 * added option "system.sdl_videodriver" to select SDL video driver
325 * added output of SDL video and audio driver to "version info" page
328 * added group element drawing to IntelliDraw drawing functions
329 * fixed animation resetting problem again (last try broke Snake Bite)
330 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
333 * added new (special) "include: <filename>" directive that works in all
334 configuration files (like "graphicsinfo.conf") and that has the same
335 effect as if that directive would be replaced with the content of the
336 specified file (this can be useful to split large configuration files
337 into several smaller ones and include them from one main file, or to
338 store configuration settings that always stay the same into a separate
339 file, while including it and only add those parts that really change)
342 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
345 * fixed bug in "InitMovingField()" where treating an integer array as
346 boolean caused wrong resetting of animations while elements are moving
347 * fixed problem with resetting animations when starting element change
350 * added sort priority for order of title screens and title messages
353 * changed end of game again: do not wait for the user to press a key
354 anymore, but directly ask/confirm tape saving and go to hall of fame
355 * re-enabled quitting of lost game by pressing space or return again
356 * added blanking of mouse pointer when displaying title screens
357 * added remaining menu draw offset definitions for info sub-screens
360 * added setup option to select game speed (from very slow to very fast)
361 * improved handling of title text messages (initial and for level set)
364 * added new options "auto-wrap" and "centered" for DC2 style envelopes
367 * fixed displaying and typing of player name when it is centered
368 * added special characters to be allowed for player name (not only A-Z)
371 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
372 (newer versions of the SDL library seem to not like this anymore)
375 * added code for configuration directives for control of game panel
378 * fixed small cosmetical bug with underlining property tabs in editor
381 * fixed small drawing bug in X11FadeRectangle
382 * added new elements for newly supported Diamond Caves II levels:
383 - EM/DC style exits that disappear after passing
384 - white key and gate (one white key needed for each white gate)
385 - fake gate (there is no key to open/pass this kind of gate!)
386 - extended magic wall which also handles pearls and crystals
390 * changed maximum value for endless loop detection to a higher value
391 (some levels really used very deep recursion without being endless)
394 * added new elements for newly supported Diamond Caves II levels:
395 - growing steel walls
396 - snappable land mine
399 * added new elements for newly supported Diamond Caves II levels:
400 - steel text elements
403 * added level file loader for native Diamond Caves II levels
406 * version number set to 3.2.4
409 * version 3.2.3 released
412 * fixed malloc/free bug when updating EMC artwork entries in level list
413 * added workaround (warning and request to quit the current game) when
414 changing elements cause endless recursion loop (which would otherwise
415 freeze the game, causing a crash-like program exit on some systems)
418 * fixed nasty string overflow bug when entering too long envelope text
421 * added feedback sounds for menu navigation "menu.item.activating" and
422 "menu.item.selecting" (for highlighting and executing menu entries)
425 * improved "no scrolling when relocating" to also consider scroll delay
426 (meaning that the player is not automatically centered in this case;
427 this makes it possible to "invisibly" relocate the player to a region
428 of the level playfield which looks the same as the old level region)
429 * fixed bug with not recognizing "main.input.name.align" when active
432 * fixed bug with displaying masked borders over title screens when
433 screen fading is disabled
436 * fixed infinite loop / crash bug when killing the player while having
437 a CE with the setting "kill player X when explosion of <player X>"
438 * added special editor graphic for "char_space" to distinguish it from
439 "empty_space" when editing a level (in-game graphics still the same)
442 * fixed nasty bug with initialization only done for the first player
445 * small change to handle loading empty element/content list micro chunks
448 * uploaded pre-release (test) version 3.2.3-0 binary and source code
451 * some optimizations on startup speed by reducing initial text output
454 * added caching of custom artwork information for faster startup times
457 * fixed graphical bug when using fewer menu entries on level selection
458 screen than usual (with "menu.list_size.LEVELS" directive)
459 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
460 the backbuffer to the backbuffer by error (with identical rectangle)
463 * fixed bug when displaying titlescreen with size less than element tile
464 * fixed bug that caused elements with "change when digging <e>" event
465 to change for _every_ digged element, not only those specified in <e>
466 * fixed bug that caused impact style collision when dropping element one
467 tile over the player that can both fall down and smash players
468 * fixed bug that caused impact style collision when element changed to
469 falling/smashing element over the player immediately after movement
472 * fixed bug that allowed making engine snapshots from the level editor
475 * fixed bugs with player name and current level positions on main screen
478 * added configuration directives for control of title screens:
479 - "title.fade_delay" for fading time
480 - "title.post_delay" for pause between screens (when not crossfading)
481 - "title.auto_delay" to automatically continue after some time
482 these settings can each be overridden by specifying them with titles:
483 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
484 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
485 fading mode can also be specified:
486 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
487 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
488 default is using normal fading for menues and initial title screens,
489 while using cross-fading for level set title screens
490 * fixed bug with background not drawn in Hall of Fame after game was won
493 * added configuration directives for the remaining main menu items
496 * added additional configuration directives for info screen draw offset:
497 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
498 * added additional configuration directives for preview info text
499 * limited mouse wheel sensitive screen area to scrollable screen area
502 * added highlighted menu text entries to menu navigation when selected
505 * fixed bug that prevented player from correctly being created in the
506 top left corner by a custom element change in a level without player
507 * fixed bug that prevented player from being killed when indestructible,
508 non-walkable element is placed on player position by extended change
509 * added configurable menu button, text and input positions to main menu
512 * added page fading effects for remaining info sub-screens
513 * fixed small bug that caused some delays when answering door request
516 * added directives "border.draw_masked.*" for menu/playfield area and
517 door areas to display overlapping/masked borders from "global.border"
520 * fixed bug with CE with move speed "not moving" not being animated
521 * when changing player artwork by CE action, reset animation frame
524 * fixed bug with not unmapping main menu screen gadgets on other screens
525 * fixed bug with un-pausing a paused game by releasing still pressed key
526 * fixed bug with not redrawing screen when toggling to/from fullscreen
527 mode while fast reloading tape (without redrawing playfield contents)
528 * fixed bug with quick-saving tape snapshot despite answering with "no"
531 * version number set to 3.2.3
534 * version 3.2.2 released
537 * fixed bug with redrawing screen in fullscreen mode after quick tape
538 reloading when using the EMC game engine
539 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
542 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
545 * added engine snapshot functionality for instant tape reloading (this
546 only works for the last tape saved using "quick save", and does not
547 work across program restarts, because it completely works in memory)
550 * version number set to 3.2.2
553 * version 3.2.1 released
556 * fixed nasty bugs with handling error message file on Mac OS X systems
559 * general code cleanup (removing many annoying "#if 0" blocks etc.)
562 * fixed bug that caused broken tapes when manually appending to tapes
563 using the "pause before death" functionality, followed by recording
564 * added setup option to disable fading of screens for faster testing
567 * code cleanup of new fading functions
570 * changed behaviour after solved game -- do not immediately stop engine
571 * added some more smooth screen fadings (game start, hall of fame etc.)
574 * fixed bug with displaying pushed CE with value/score/delay anim_mode
577 * added configurable level preview position, tile size and dimensions
578 * added configurable game panel value positions (gems, time, score etc.)
581 * fixed small bug with time displayed incorrectly when collecting CEs
584 * fixed bug with bumpy scrolling with EM engine in double player mode
587 * added compatibility code to fix "Snake Bite" style levels that were
588 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
591 * fixed bug with scrollbars inside editor when using the Windows mouse
592 enhancement tool "True X-Mouse" (which injects key events to the event
593 queue to insert selected stuff into the Windows clipboard, which gets
594 confused with the "Insert" key for jumping to the last editor cascade
595 block in the element list)
596 * added Rocks'n'Diamonds icon for use as window icon to SDL version
597 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
600 * added selection of preferred fullscreen mode to setup / graphics menu
601 (useful if default mode 800 x 600 does not match screen aspect ratio)
604 * improved down-scaling of images for better editor and preview graphics
605 * changed user data directory for Mac OS X from Unix style to new place
608 * improved level number selection in main menu and player selection in
609 setup menu (input devices section) by using standard button gadgets
610 * added support for mouse scroll wheel (caused buggy behaviour before)
611 * added support for scrolling horizontal scrollbars with mouse wheel by
612 holding "Shift" key pressed while scrolling the wheel
613 * added support for single step mouse wheel scrolling by holding "Alt"
614 key pressed while scrolling the wheel (can be combined with "Shift")
615 * changed output file "stderr.txt" on Windows platform now always to be
616 created in the R'n'D sub-directory of the personal documents directory
617 * added Windows message box to direct to "stderr.txt" after error aborts
620 * improved general scrollbar handling (when jump-scrolling scrollbars)
623 * changed scrollbars to always show last line as first after scrolling
624 (that means jumping n - 1 screen lines instead of n screen lines)
627 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
628 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
629 * fixed special handling of vertically stacked acid becoming fake acid
632 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
633 affect multiple instances of the same CE, although this kind of
634 change condition usually only affects one single custom element
637 * version number set to 3.2.1
640 * version 3.2.0 released
643 * reorganized level editor element list a bit to match engines better
646 * fixed newly introduced bug with wrongly initializing clipboard element
649 * fixed bug with displaying visible/invisible level border in editor
652 * reorganized some elements in the level editor element list
655 * fixed bug with displaying any player as "yellow" when moving into acid
656 * fixed bug with displaying running player when player stopped at border
659 * fixed bug with player exploding when moving into acid
660 * fixed bug with level settings being reset in editor and when playing
661 (some compatibility settings being set not only after level loading)
662 * fixed crash bug when number of custom graphic frames was set to zero
663 * fixed bug with teleporting player on walkable tile not working anymore
664 * added partial compatibility support for pre-release-only "CONF" chunk
665 (to make Alan Bond's "color cycle" demo work again :-) )
668 * fixed some bugs when displaying title screens from info screen menu
669 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
672 * changed file major version to 3 to reflect level file format changes
673 * uploaded pre-release (test) version 3.2.0-8 binary and source code
676 * added new chunk "NAME" to level file format for level name settings
677 * added new chunk "NOTE" to level file format for envelope settings
678 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
679 * updated magic(5) file to recognize changed and new level file chunks
680 * removed change events "change when CE value/score changes" as unneeded
683 * changed gravity (which only affects the player) from level property
684 to player property (only makes a difference in multi-player levels)
685 * added change events "change when CE value/score changes"
686 * added change events "change when CE value/score changes of <element>"
689 * added new chunk "INFO" to level file format for global level settings
690 * added all element settings from "HEAD" chunk to "CONF" chunk
691 * added all global level settings from "HEAD" chunk to "INFO" chunk
694 * changed level file format by adding two new chunks "CUSX" (for custom
695 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
696 elements, replacing the previous "GRP1" chunk); these new IFF style
697 chunks use the new and flexible "micro chunks inside chunks" technique
698 already used with the new "CONF" chunk (for normal element properties)
699 which makes it possible to easily extend the existing level format
700 (instead of using fixed-length chunks like before, which are either
701 too big due to reserved bytes for future use, or too small when those
702 reserved bytes have all been used and even more data should be stored,
703 requiring the replacement by new and larger chunks just like it went
704 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
707 * added credits pages to the "credits" section that were really missing
708 * added some missing element descriptions to the level editor
709 * added down position of switchgate switch to the level editor
710 and allowed the use of both switch positions at the same time
711 * changed use of "Insert" and "Delete" keys to navigate element list in
712 level editor to start of previous or next cascading block of elements
715 * added the possibility to view the title screen to the info screen menu
716 * fixed some minor bugs with viewing title screens
719 * fixed bug with title (cross)fading in/out when using fullscreen mode
722 * fixed bug that forced re-defining of menu settings in local graphics
723 config file which are already defined in existing base config file
724 * fixed small bug that caused door sounds playing when music is enabled
727 * added the possibility to define up to five title screens for each
728 level set that are displayed after loading using (cross)fading in/out
729 (this was added to display the various start images of the EMC sets)
732 * added "CE score gets zero [of]" to custom element trigger conditions
733 * added setup option to display element token name in level editor
736 * added compatibility code for Juergen Bonhagen's menu artwork settings
739 * fixed bug with displaying wrong animation frame 0 after CE changes
740 * fixed bug with creating invisible elements when light switch is on
743 * added selection between ECS and AGA graphics for EMC levels to setup
746 * adjusted font handling for various narrow EMC style fonts
749 * changed EM engine behaviour back to re-allow initial rolling springs
752 * fixed handling of over-large selectboxes (less error-prone now)
753 * fixed bug when creating GE with walkable element under the player
756 * added use of "Insert" and "Delete" keys to navigate element list in
757 level editor to start of custom elements or start of group elements
758 * added virtual elements to access CE value and CE score of elements:
759 - "CE value of triggering element"
760 - "CE score of triggering element"
761 - "CE value of current element"
762 - "CE score of current element"
765 * fixed "grass" to "sand" in older EM levels (up to file version V4)
768 * changed behaviour of network games with internal errors (because of
769 different client frame counters) from immediately terminating R'n'D
770 to displaying an error message requester and stopping only the game
771 (also to prevent impression of crashes under non command-line runs)
772 * fixed playing network games with the EMC engine (did not work before)
773 * fixed bug with not scrolling the screen in multi-player mode with the
774 focus on player 1 when all players are moving in different directions
775 * fixed bug with keeping pointer to gadget even after its deallocation
776 * fixed bug with allowing "focus on all players" in network games
777 * fixed bug with player focus when playing tapes from network games
780 * uploaded pre-release (test) version 3.2.0-7 binary and source code
783 * code cleanup for game action control for R'n'D and EMC game engine
786 * fixed bug in multi-player movement with focus on both players
787 * added option to control only the focussed player with all input
790 * added player focus switching to level tape recording and re-playing
793 * fixed some bugs in player focus switching in EMC and RND game engine
796 * added special Supaplex animations for Murphy digging and snapping
797 * added special Supaplex animations for Murphy being bored and sleeping
800 * added four new yam yams with explicit start direction for EMC engine
801 * fixed bug in src/libgame/text.c with printing text outside the window
804 * fixed small bug in EMC level loader (copyright sign in EM II levels)
807 * added delayed ignition of EM style dynamite when used in R'n'D engine
808 * added limited movement range to EMC engine when focus on all players
811 * fixed bug with missing (zero) score values for native Supaplex levels
814 * added "continuous snapping" (snapping many elements while holding the
815 snap key pressed, without releasing the snap key after each element)
816 as a new player setting for more compatibility with the classic games
819 * finished scrolling for "focus on all players" in EMC graphics engine
822 * level sets with "levels: 0" are ignored for levels, but not artwork
823 * fixed bug when scanning empty level group directories (endless loop)
826 * fixed bug with explosion graphic for player using "Murphy" graphic
827 * fixed bug with explosion graphic if player leaves explosion in time
828 * changed some descriptive text in setup menu to use medium-width font
829 * added key shortcut settings for switching player focus to setup menu
832 * fixed bug with random value initialization when recording tapes
833 * fixed bug with playing single player tapes when team mode activated
836 * fixed little bug when trying to switch to player that does not exist
839 * added player switching (visual and quick) to R'n'D and EM game engine
840 * added setup option to select visual or quick in-game player switching
843 * added use of "Home" and "End" keys to handle element list in editor
846 * fixed bug with adding score when playing tape with EMC game engine
847 * added steel wall border for levels using EMC engine without border
848 * finally fixed delayed scrolling in EMC engine also for small levels
851 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
854 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
855 * fixed bug when displaying info element without action, but direction
858 * fixed minor graphical problems with springs smashing and slurping
859 (when using R'n'D style graphics instead of EMC style graphics)
862 * added scroll delay (as configured in setup) to EMC graphics engine
865 * improved screen redraw for EMC graphics engine (faster and smoother)
866 * when not scrolling, do not redraw the whole playfield if not needed
869 * added multi-player mode for EMC game engine (with up to four players)
872 * added android (can clone elements) from EMC engine to R'n'D engine
875 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
878 * added selectbox for initial player speed to player settings in editor
881 * version 3.1.2 created that is basically version 3.1.1, but with a
882 major bug fixed that prevented editing your own private levels
883 * version 3.1.2 released
886 * added magic ball (creates elements) from EMC engine to R'n'D engine
889 * uploaded fixed pre-release version 3.2.0-6 binary and source code
892 * fixed bug when using "CE can leave behind <trigger element>"
893 * added new change condition "(after/when) creation of <element>"
894 * added new change condition "(after/when) digging <element>"
895 * fixed bug accessing invalid gadget that caused crashes under Windows
896 * deactivated new possibility for multiple CE changes per frame
899 * uploaded pre-release (test) version 3.2.0-6 binary and source code
902 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
903 * fixed bug with not keeping CE value for moving CEs with only action
904 * changed CE action selectboxes in editor to be only reset when needed
907 * added option "use artwork from element" for custom player artwork
908 * added option "use explosion from element" for player explosions
911 * added cascaded element lists in the level editor
912 * added persistence for cascaded element lists by "editorcascade.conf"
913 * added dynamic element list with all elements used in current level
914 * added possibility for multiple CE changes per frame (experimental)
917 * uploaded pre-release (test) version 3.2.0-5 binary and source code
920 * changed "score for each 10 seconds/steps left" to "1 second/step"
921 * added own score for collecting "extra time" instead of sharing it
922 * added change events "switched by player" and "player switches <e>"
923 * added change events "snapped by player" and "player snaps <e>"
924 * added "set player artwork: <element choice>" to CE action options
925 * added change event "move of <element>"
928 * added "set player shield: off / normal / deadly" to CE action options
929 * added new player option "use level start element" in level editor
930 to set the correct focus at level start to elements from which the
931 player is created later (this did not work before for cascaded CE
932 changes resulting in creation of the player; it is now also possible
933 to create the player from a yam yam which is smashed at level start)
936 * added "set player speed: frozen (not moving)" to CE action options
937 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
940 * added new player option "block snap field" (enabled by default) to
941 make it possible to show a snapping animation like in Emerald Mine
944 * added dynamic selectboxes to custom element action settings in editor
945 * added "CE value" counter for custom elements (instead of "CE count")
946 * added option to use the last "CE value" after custom element change
947 * added option to use the "CE value" of other elements in CE actions
948 * fixed odd behaviour when pressing time orb in levels w/o time limit
949 * added checkbox "use time orb bug" for older levels that use this bug
952 * added missing configuration settings for the following elements:
953 - EL_TIMEGATE_SWITCH (time of open time gate)
954 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
955 - EL_SHIELD_NORMAL (time of shield duration)
956 - EL_SHIELD_DEADLY (time of shield duration)
957 - EL_EXTRA_TIME (time added to level time)
958 - EL_TIME_ORB_FULL (time added to level time)
961 * added "wind direction" as a movement pattern for custom elements
962 * added initial wind direction for balloon / custom elements to editor
963 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
966 * added parameters for "game of life" and "biomaze" elements to editor
969 * added level file chunk "CONF" for generic level and element settings
972 * uploaded pre-release (test) version 3.2.0-4 binary and source code
975 * skip empty level sets (with "levels: 0"; may be artwork base sets)
976 * added sound action ".page[1]" to ".page[32]" for each CE change page
979 * added image config suffix ".clone_from" to copy whole image settings
980 * fixed bug with invalid ("undefined") CE settings in old level files
983 * fixed graphical bug with smashing elements falling faster than player
986 * fixed major bug which prevented private levels from being edited
987 * fixed bug with precedence of general and special font definitions
990 * fixed graphical bug with player animation when player moves slowly
993 * uploaded pre-release (test) version 3.2.0-3 binary and source code
996 * fixed bug which prevented "global.num_toons: 0" from working
999 * major code cleanup (removed all these annoying "#if 0" blocks)
1002 * added custom element actions for CE change page in level editor
1005 * fixed music initialization bug in init.c (thanks to David Binderman)
1006 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1007 (this bug must probably be fixed at other places, too)
1010 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1011 (should be '#include <SDL.h>' instead)
1014 * fixed bug which prevented "walkable from no direction" from working
1015 (due to compatibility code overwriting this setting after loading)
1018 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1021 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1022 * version 3.1.1 released
1025 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1026 on 64-bit architecture systems with LP64 data model
1029 * fixed bug with bombs not exploding when hitting the last level line
1030 (introduced after the release of 3.1.0)
1033 * added support for dumping small-sized level sketches from editor
1036 * added recognition of "trigger element" for "change digged element to"
1037 (this is not really what the "trigger element" was made for, but its
1038 use may seem obvious for leaving back digged elements unchanged)
1041 * fixed multiple warnings about failed joystick device initialization
1044 * fixed bug with dynamite dropped on top of just dropped custom element
1045 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1046 dynamite can still be dropped, but drop key must be released before
1049 * fixed bug with wrong start directory when started from file browser
1050 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1053 * fixed bug causing "change when impact" on player not working
1054 * fixed wrong priority of "hitting something" over "hitting <element>"
1055 * fixed wrong priority of "hit by something" over "hit by <element>"
1058 * fixed graphical bug which caused the player (being Murphy) to show
1059 collecting animations although the element was collected by penguin
1062 * fixed two bugs causing wrong door background graphics in system.c
1063 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1066 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1067 * added "no direction" to "walkable/passable from" selectbox options
1070 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1071 * in tape autoplay, not only report broken, but also missing tapes
1074 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1077 * fixed small bug with "linear" animation not working for active lamp
1080 * fixed bug with moving up despite gravity due to "block last field"
1081 * fixed small bug with wrong draw offset when typing name in main menu
1082 * when reading user names from "passwd", ignore data after first comma
1083 * when creating new "levelinfo.conf", only write some selected entries
1086 * fixed displaying "imported from/by" on preview with empty string
1087 * fixed ignoring draw offset for fonts used for level preview texts
1090 * fixed a delay problem with SDL and too many mouse motion events
1091 * added setup option "skip levels" and level skipping functionality
1094 * added move speed "not moving" for non-moving CEs, but with direction
1097 * fixed mapping of obsolete element token names in "editorsetup.conf"
1098 * fixed bug with sound "acid.splashing" treated as a loop sound
1099 * fixed some little sound bugs in native EM engine
1102 * fixed small bug when dragging scrollbars to end positions
1105 * added editor element descriptions written by Aaron Davidson
1108 * improved fallback handling when configured artwork is not available
1109 (now using default artwork instead of exiting when files not found)
1112 * fixed bug on level selection screen when dragging scrollbar
1115 * fixed bug which caused broken tapes when appending to EM engine tapes
1118 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1121 * added code to replace changed artwork config tokens with other tokens
1122 (needed for backwards compatibility, so that older tokens still work)
1125 * added native R'n'D graphics for some new EMC elements in EM engine
1128 * fixed some bugs in the EM engine integration code
1129 * changed EM engine code to allow diagonal movement
1130 * changed EM engine code to allow use of separate snap and drop keys
1133 * fixed some redraw bugs when using EM engine
1136 * fixed bug with not converting RND levels which are set to use native
1137 engine to native level structure when loading
1140 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1143 * version number set to 3.2.0
1146 * level data now reset to defaults after attempt to load invalid file
1149 * added use of "editorsetup.conf" for different level sets
1152 * added auto-detection for various types of Emerald Mine level files
1155 * fixed bug with scrollbars getting too small when list is very large
1158 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1161 * added most level editor configuration gadgets for new EMC elements
1164 * added more element and graphic definitions for new EMC elements
1167 * modified native EM engine to use integrated R'n'D sound system
1170 * added SDL support to graphics functions in native EM engine
1171 (by always using generic libgame interface functions)
1174 * fixed bug in frame synchronization in native EM engine
1177 * added code to convert levels between R'n'D and native EM engine
1180 * new Emerald Mine engine can now play levels selected in main menu
1183 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1184 (which creates scaled down graphics for level editor and preview);
1185 there's still a memory leak somewhere in the artwork handling code
1186 * added "scale image up" functionality to X11 version of zoom function
1189 * first attempts to integrate new, native Emerald Mine Club engine
1192 * fixed bug in gadget code which caused reset of CEs in level editor
1193 (example: pressing 'b' [grab brush] on CE config page erased values)
1194 (solution: check if gadgets in ClickOnGadget() are really mapped)
1195 * improved level change detection in editor (settings now also checked)
1196 * fixed bug with "can move into acid" and "don't collide with" state
1199 * fixed maze runner style CEs to use the configured move delay value
1202 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1205 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1206 * fixed the above fix because it broke level set "machine" (*sigh*)
1207 * fixed random element placement in level editor to work as expected
1208 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1211 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1214 * fixed bug (missing array boundary check) which caused broken tapes
1215 * fixed bug (when loading level template) which caused broken levels
1216 * fixed bug with new block last field code when using non-yellow player
1219 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1220 * internal change of how the player blocks the last field when moving
1221 * fixed blocking delay of last field for EM and SP style block delay
1222 * fixed bug where the player had to wait for the usual move delay after
1223 unsuccessfully trying to move, when he directly could move after that
1224 * the last two changes should make original Supaplex level 93 solvable
1225 * improved use of random number generator to make it less predictable
1226 * fixed behaviour of slippery SP elements to let slip left, then right
1229 * fixed bug with wrong door state after trying to quickload empty tape
1230 * fixed waste of static memory usage of the binary, making it smaller
1231 * fixed very little graphical bug in Supaplex explosion
1234 * version number set to 3.1.1
1237 * version 3.1.0 released
1240 * fixed bug with crash when writing user levelinfo.conf the first time
1243 * added option "convert LEVELDIR [NR]" to command line batch commands
1244 * re-converted Supaplex levels to apply latest engine fixes
1245 * changed "use graphic/sound of element" to "use graphic of element"
1246 due to compatibility problems with some levels ("bug machine" etc.)
1249 * fixed bug with CE change replacing player with same or other player
1252 * fixed bug with opaque font in envelope with background graphic when
1253 background graphic is not transparent itself
1256 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1257 * corrected original Supaplex level loading code to use these new ports
1258 * also corrected Supaplex loader to auto-count infotrons if set to zero
1261 * fixed bug with missing initialization of "modified" flag for GEs
1264 * fixed bug that caused endless recursion loop when relocating player
1265 * fixed tape recorder bug in "step mode" when using "pause before end"
1266 * fixed tape recorder bug when changing from "warp forward" mode
1269 * fixed bug with "when touching" for pushed elements at last position
1272 * fixed bug that caused two activated toolbox buttons in level editor
1273 * fixed bug with exploding dynabomb under player due to other explosion
1276 * fixed bug with creating walkable custom element under player (again)
1277 * fixed bug with not copying explosion type when copying CEs in editor
1278 * fixed graphical bug when drawing player in setup menu (input devices)
1279 * fixed graphical bug when the player is pushing an accessible element
1280 * fixed bug with classic switchable elements triggering CE changes
1281 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1282 * fixed crash bug when CE leaves behind the trigger player element
1285 * fixed bug with broken tubes after placing/exploding dynamite in them
1286 * fixed bug with exploding dynamite under player due to other explosion
1287 * fixed bug with not resetting push delay under certain circumstances
1290 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1291 * added network multiplayer code for Windows (thanks to Niko Böhm)
1294 * added option "reachable despite gravity" for gravity movement
1295 * changed gravity movement of most classic walkable and passable
1296 elements back to "not reachable" (for compatibility reasons)
1299 * fixed (removed) "indestructible" / "can explode" dependency in editor
1300 * fixed (removed) "accessible inside" / "protected" dependency
1301 * fixed (removed) "step mode" / "shield time" dependency
1304 * fixed dynabombs exploding now into anything diggable
1305 * fixed Supaplex style gravity movement into buggy base now impossible
1306 * added pressing key "space" as valid action to select menu options
1309 * added "replace when walkable" to relocate player to walkable element
1310 * added "enter"/"leave" event for elements affected by relocation
1311 * fixed "direct"/"indirect" change order also for "when change" event
1312 * fixed graphical bug when pushing things from elements walkable inside
1315 * fixed graphic bug when player is snapping while moving in old levels
1316 * fixed bug when a moving custom element leaves a player element behind
1317 * fixed bug with mole not disappearing when moving into acid pool
1318 * fixed bug with incomplete path setting when using "--basepath" option
1319 * moving CE can now leave walkable elements behind under the player
1320 * when relocating, player can be set on walkable element now
1321 * fixed another gravity movement bug
1324 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1327 * added "collectible" and "removable" to extended replacement types
1328 (where "removable" replaces "diggable" and "collectible" elements)
1329 * added "collectible & throwable" (to throw element to the next field)
1330 * fixed bug with CEs digging elements that are just about to explode
1331 * changed mouse cursor now always being visible when game is paused
1334 * added possibility to push/press accessible elements from a side that
1336 * fixed bug with not setting actual date when appending to tape
1339 * fixed bug with incorrectly initialized custom element editor graphics
1342 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1343 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1346 * fixed bug with destroyed robot wheel still attracting robots forever
1347 * fixed bug with time gate switch deactivating after robot wheel time
1348 (while the time gate itself is not affected by this misbehaviour)
1349 * changed behaviour of BD style amoeba to always get blocked by player
1350 (before it was different when there were non-BD elements in level)
1351 * fixed bug with player destroying indestructable elements with shield
1354 * added option to make growing elements grow into anything diggable
1355 (for the various amoeba types, biomaze and "game of life")
1358 * fixed bug with movable elements not moving after left behind by CEs
1359 * changed gravity movement to anything diggable, not only sand/base
1360 * optionally allowing passing to walkable element, not only empty space
1361 * added option "can pass to walkable element" for players
1362 * finally fixed gravity movement (hopefully)
1365 * fixed bug with movable elements not moving anymore after falling down
1368 * fixed another bug with custom elements digging and leaving elements
1369 * fixed bug with "along left/right side" and automatic start direction
1370 * trigger elements now also displayed when "more custom" deactivated
1371 * fixed bug with clipboard element initialized when loading new level
1372 * added option "drop delay" to set delay before dropping next element
1375 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1378 * added copy and paste functions for custom change pages
1379 * enhanced graphical display and functionality of tape recorder
1380 * fixed bug with custom elements digging and leaving elements
1383 * added move speed faster than "very fast" for custom elements
1384 * fixed bug with 3+3 style explosions and missing border content
1385 * fixed little bug when copying custom elements in the editor
1386 * enhanced custom element changes by more side trigger actions
1389 * added option "no scrolling when relocating" for instant teleporting
1390 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1393 * added trigger element and trigger player to use as target elements
1394 * added copy and paste functions for custom and group elements
1397 * fixed graphical bug when displaying explosion animations
1398 * fixed bug when appending to tapes, resulting in broken tapes
1399 * re-recorded a few tapes broken by fixing gravity checking bug
1402 * "can move into acid" property now for all elements independently
1403 * "can fall into acid" property for player stored in same bitfield now
1404 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1405 * version number set to 3.1.0 (finally!)
1408 * changed tape recording to only record input, not programmed actions
1411 * fixed totally broken (every 8th frame skipped) step-by-step recording
1412 * fixed bug with requester not displayed when quick-loading interrupted
1413 * added option "can fall into acid (with gravity)" for players
1414 * fixed bug with player not falling when snapping down with gravity
1417 * fixed bug which messed up key config when using keypad number keys
1420 * fixed bug which allowed moving upwards even when gravity was active
1421 * fixed bug with missing error handling when dumping levels or tapes
1424 * added different colored editor graphics for Supaplex gravity tubes
1427 * fixed bug that allowed solvable tapes for unsolvable levels
1430 * use unlimited number of droppable elements when "count" set to zero
1431 * added option to use step limit instead of time limit for level
1434 * added player and change page as trigger for custom element change
1437 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1440 * fixed bug with dark yamyam changing to acid when moving over acid
1441 * fixed handling of levels with more than 999 seconds level time
1442 (example: level 76 of "Denmine")
1445 * "spring push bug" reintroduced as configurable element property
1446 * fixed bug with missing properties for "mole"
1447 * fixed bug that showed up when fixing the above "mole" properties bug
1448 * added option "can move into acid" for all movable elements
1449 * fixed graphical bug for elements moving into acid
1450 * changed event handling to handle all pending events before going on
1453 * fixed bug which caused all CE change pages to be ignored which had
1454 the same change event, but used a different element side
1455 (reported by Simon Forsberg)
1457 * fixed bug which caused elements that can move and fall and that are
1458 transported by a conveyor belt to continue moving into that direction
1459 after leaving the conveyor belt, regardless of their own movement
1460 type; only elements which can not move are transported now
1461 (reported by Simon Forsberg)
1463 * fixed bug which could cause an array overflow in RelocatePlayer()
1464 (reported by Niko Böhm)
1466 * changed Emerald Mine style "passable / over" elements to "protected"
1467 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1469 * added new option to select from which side a "walkable/passable"
1470 element can be entered
1473 * added explosion and ignition delay for elements that can explode
1476 * fixed bug which caused player not being protected against enemies
1477 when a CE was "walkable / inside" and was not "indestructible"
1478 * added "walkable/passable" fields to be "protected/unprotected"
1479 against enemies, even if not accessible "inside" but "over/under"
1482 * corrected move pattern to 32 bit and initial move direction to 8 bit
1485 * added second custom element base configuration page
1488 * added some special EMC mappings to Emerald Mine level loader
1489 (also covering previously unknown element in level 0 of "Bondmine 8")
1492 * added option to block last field when player is moving (for Supaplex)
1493 * adjusted push delay of Supaplex elements
1494 * removed delays for envelopes etc. when replaying with maximum speed
1495 * fixed bug when dropping element on a field that just changed to empty
1498 * fixed bug: infotrons can now smash yellow disks
1499 * fixed bug: when gravity active, port above player can now be entered
1500 * removed "one white dot" mouse pointer which irritated some people
1503 * added "choice type" for group element selection
1506 * fixed bug with initial invulnerability of non-yellow player
1509 * added level loader for loading native Supaplex packed levels
1510 (including multi-part levels like the "splvls99" levels)
1513 * fixed bug which allowed creating emeralds by escaping explosions
1516 * custom elements can change (limited) or leave (unlimited) elements
1517 * finally added multiple matches using group elements
1518 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1521 * added new start movement type "previous" for continued CE movement
1522 * added new start movement type "random" for random CE movement start
1525 * added new element "sokoban_field_player" needed for Sokoban levels
1526 (thanks to Ed Booker for pointing this out!)
1529 * added elements that can be digged or left behind by custom elements
1532 * added group elements for multiple matches and random element creation
1535 * fixed some graphical errors displayed in old levels
1538 * fixed wrong double speed movement after passing closing gates
1541 * added level loader for loading native Emerald Mine levels
1544 * changes for "shooting" style CE movement
1547 * Happy New Year! ;-)
1550 * changed default snap/drop keys from left/right Shift to Control keys
1553 * fixed bug with dead player getting reanimated from custom element
1556 * fixed bug with wrong penguin graphics (when entering exit)
1559 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1562 * version number set to 3.0.9
1565 * version 3.0.8 released
1568 * added function checked_free()
1571 * fixed bug with double nut cracking sound
1572 (by eliminating "default element action sound" assignment in init.c)
1575 * fixed crash when no music info files are available
1578 * fixed boring and sleeping sounds
1581 * added "maze runner" and "maze hunter" movement types
1582 * added extended collision conditions for custom elements
1585 * added warnings for undefined token values in artwork config files
1588 * added menu entry for level set information to the info screen
1591 * fixed bug with wrong default impact sound for colored emeralds
1594 * added several sub-screens for the info screen
1595 * menu text now also clickable (not only blue/red sphere left of it)
1598 * added configurable "bored" and "sleeping" animations for the player
1599 * added "awakening" sound for player when waking up after sleeping
1602 * added "copy" and "exchange" functions for custom elements to editor
1605 * added configurable element animations for info screen
1608 * added configurable music credits for info screen
1611 * finally fixed tape recording when player is created from CE change
1614 * added "editorsetup.conf" for editor element list configuration
1617 * added "musicinfo.conf" for menu and level music configuration
1620 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1621 (that only showed up on Linux, but not on Windows systems)
1624 * fixed turning movement of butterflies and fireflies (no frame reset)
1625 * enhanced sniksnak turning movement (two steps instead of only one)
1628 * version number set to 3.0.8
1631 * version 3.0.7 released
1634 * fixed reset of player animation frame when, for example,
1635 walking, digging or collecting share the same animation
1636 * fixed CE with "deadly when touching" exploding when touching amoeba
1639 * fixed tape recording when player is created from CE element change
1642 * introduced "turning..." action graphic for elements with move delay
1643 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1644 * added turning animations for bug, spaceship and sniksnak
1647 * prevent "extended" changed elements from delay change in same frame
1650 * fixed bug when pushing element that can move away to the side
1651 (like pushing falling elements, but now with moving elements)
1654 * finally fixed serious bug in code for delayed element pushing (again)
1657 * unavailable setup options now marked as "n/a" instead of "off"
1658 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1659 to "true", levels are always played with the latest game engine,
1660 which is desired for levels that are imported from other games; all
1661 other levels are played with the engine version stored in level file
1662 (which is normally the engine version the level was created with)
1665 * fixed serious bug in code for delayed element pushing
1666 * fixed little bug in animation frame selection for pushed elements
1667 * speed-up of reading config file for verbose output
1670 * added configuration option for opening and closing Supaplex exit
1671 * added configuration option for moving up/down animation for Murphy
1672 * fixed incorrectly displayed animation for attacking dragon
1673 * fixed bug with not setting initial gravity for each new game
1674 * fixed bug with teleportation of player by custom element change
1675 * fixed bug with player not getting smashed by rock sometimes
1678 * version number set to 3.0.7
1681 * version 3.0.6 released
1684 * added support for MP3 music for SDL version through SMPEG library
1687 * fixed bug when initializing font graphic structure
1688 * fixed bug with animation mode "pingpong" when using only 1 frame
1689 * fixed bug with extended change target introduced in 3.0.5
1690 * fixed bug where passing over moving element doubles player speed
1691 * fixed bug with elements continuing to move into push direction
1692 * fixed bug with duplicated player when dropping bomb with shield on
1693 * added "switching" event for custom elements ("pressing" only once)
1694 * fixed switching bug (resetting flag when not switching but not idle)
1697 * fixed element tokens for certain file elements with ".active" etc.
1700 * version number set to 3.0.6
1703 * version 3.0.5 released
1706 * now four envelope elements available
1707 * font, background, animation and sound for envelope now configurable
1708 * main menu doors opening/closing animation type now configurable
1711 * active/inactive sides configurable for custom element changes
1712 * new movement type "move when pushed" available for custom elements
1715 * fixed bug in multiple config pages loader code that caused crashes
1718 * enhanced (remaining low-resolution) Supaplex graphics
1721 * version number set to 3.0.5
1724 * version 3.0.4 released
1726 2003-09-12 src/tools.c
1727 * fixed bug in custom definition of crumbled element graphics
1729 2003-09-11 src/files.c
1730 * fixed bug in multiple config pages code that caused crashes
1733 * version number set to 3.0.4
1736 * version 3.0.3 released
1739 * added music to Supaplex classic level set
1741 2003-09-07 src/libgame/misc.c
1742 * added support for loading various music formats through SDL_mixer
1744 2003-09-06 (various source files)
1745 * fixed several nasty bugs that may have caused crashes on some systems
1746 * added envelope content which gets displayed when collecting envelope
1747 * added multiple change event pages for custom elements
1749 2003-08-24 src/game.c
1750 * fixed problem with player animation when snapping and moving
1752 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1753 * fixed problem with flickering when drawing toon animations
1755 2003-08-23 src/libgame/sdl.c
1756 * fixed problem with setting mouse cursor in SDL version in fullscreen
1758 2003-08-23 src/game.c
1759 * fixed bug (missing array boundary check) which could crash the game
1762 * version number set to 3.0.3
1765 * version 3.0.2 released
1767 2003-08-21 src/game.c
1768 * fixed bug with creating inaccessible elements at player position
1770 2003-08-20 src/init.c
1771 * fixed bug with not finding current level artwork directory
1773 2003-08-20 src/files.c
1774 * fixed bug with choosing wrong engine version when playing tapes
1775 * fixed bug with messing up custom element properties in 3.0.0 levels
1778 * version number set to 3.0.2
1781 * version 3.0.1 released
1783 2003-08-17 (no source files affected)
1784 * changed all "classic" PCX image files with 16 colors or less to
1785 256 color (8 bit) storage format, because the Allegro game library
1786 cannot handle PCX files with less than 256 colors (contributed
1787 graphics are not affected and might look wrong in the DOS version)
1789 2003-08-16 src/init.c
1790 * fixed bug which (for example) crashed the level editor when defining
1791 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1792 (only set to default) -- invalid graphics now set to default graphic
1794 2003-08-16 src/init.c
1795 * fixed graphical bug of player digging/collecting/snapping element
1796 when no corresponding graphic/animation is defined for this action,
1797 resulting in player being drawn as EL_EMPTY (which should only be
1798 done to elements being collected, but not to the player)
1800 2003-08-16 src/game.c
1801 * fixed small graphical bug of player not totally moving into exit
1803 2003-08-16 src/libgame/setup.c
1804 * fixed bug with wrong MS-DOS 8.3 filename conversion
1806 2003-08-16 src/tools.c
1807 * fixed bug with invisible mouse cursor when pressing ESC while playing
1809 2003-08-16 (various source files)
1810 * added another 128 custom elements (disabled in editor by default)
1812 2003-08-16 src/editor.c
1813 * fixed NULL string bug causing Solaris to crash in sprintf()
1815 2003-08-16 src/screen.c
1816 * fixed drawing over scrollbar on level selection with custom fonts
1818 2003-08-15 src/game.c
1819 * cleanup of simple sounds / loop sounds / music settings
1821 2003-08-08 (various source files)
1822 * added custom element property for dropping collected elements
1824 2003-08-08 src/conf_gfx.c
1825 * fixed bug with missing graphic for active red disk bomb
1827 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1828 * extended variable "level.gravity" to "level.initial_gravity" and
1829 "game.current_gravity" to prevent level setting from being changed
1830 by playing the level (keeping the runtime value after playing)
1832 * fixed graphics bug when digging element that has 'crumbled' graphic
1833 definition, but not 'diggable' graphic definition
1836 * version number set to 3.0.1
1839 * version 3.0.0 released
1842 * various bug fixes; among others:
1843 - fixed bug with pushing spring over empty space
1844 - fixed bug with leaving tube while placing dynamite
1845 - fixed bug with explosion of smashed penguins
1846 - allow Murphy player graphic in levels with non-Supaplex elements
1850 * I have forgotten to document changes for some time
1853 * pre-release version 2.2.0rc1 released
1856 * version number set to 2.1.2
1859 * version 2.1.1 released
1862 * version number set to 2.1.1
1865 * version 2.1.0 released
1868 * version number set to 2.1.0
1870 2002-04-03 to 2002-05-19 (various source files)
1871 * graphics, sounds and music now fully configurable
1872 * bug fixed that prevented walking through tubes when gravity on
1874 2002-04-02 src/events.c, src/editor.c
1875 * Make Escape key less aggressive when playing or when editing level.
1876 This can be configured as an option in the setup menu. (Default is
1877 "less aggressive" which means "ask user if something can be lost"
1878 when pressing the Escape key.)
1880 2002-04-02 src/screen.c
1881 * Added "graphics setup" screen.
1883 2002-04-01 src/screen.c
1884 * Changed "choose level" setup screen stuff to be more generic (to
1885 make it easier to add more "choose from generic tree" setup screens).
1887 2002-04-01 src/config.c, src/timestamp.h
1888 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1889 automatically gets created by "src/Makefile" and contains an actual
1890 compile-time timestamp to identify development versions of the game).
1892 2002-03-31 src/tape.c, src/events.c
1893 * Added quick game/tape save/load functions to tape stuff which can be
1894 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1895 loads previously recorded tape and directly goes into recording mode
1896 from the end of the tape (therefore appending to the tape).
1898 2002-03-31 src/tape.c
1899 * Added "index mark" function to tape recorder. When playing or
1900 recording, "eject" button changes to "index" button. Setting index
1901 mark is not yet implemented, but pressing index button when playing
1902 allows very quick advancing to end of tape (when normal playing),
1903 very fast forward mode (when playing with normal fast forward) or
1904 very fast reaching of "pause before end of tape" (when playing with
1905 "pause before end" playing mode).
1907 2002-03-30 src/cartoons.c
1908 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1910 2002-03-29 src/screen.c
1911 * Changed setup screen stuff to be more generic (to make it easier
1912 to add more setup screens).
1914 2002-03-23 src/main.c, src/main.h
1915 * Various changes due to the introduction of the new libgame files
1916 "setup.c" and "joystick.c".
1918 2002-03-23 src/files.c
1919 * Generic parts of "src/files.c" (mainly setup and level directory
1920 stuff) moved to new libgame file "src/libgame/setup.c".
1922 2002-03-23 src/joystick.c
1923 * File "src/joystick.c" moved to libgame source tree, with
1924 correspondig changes.
1926 2002-03-22 src/screens.c
1927 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1928 (Wrong level series information displayed when entering main group.)
1930 2002-03-22 src/editor.c
1931 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1933 2002-03-22 src/editor.c
1934 * Changed behaviour of "Escape" key in level editor to be more
1935 intuitive: When in "Element Properties" or "Level Info" mode,
1936 return to "Drawing Mode" instead of leaving the level editor.
1938 2002-03-21 src/game.c, src/editor.c, src/files.c
1939 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1940 gems (emeralds, diamonds, ...) slipping down from normal wall,
1941 steel wall and growing wall (as in E.M.C. style levels). Although
1942 the behaviour of contributed and private levels wasn't changed (due
1943 to the use of "level.game_version"; see previous entry), editing
1944 those levels will (of course) change the behaviour accordingly.
1946 This change seems a bit too hard after thinking about it, because
1947 the EM style behaviour is not the "expected" behaviour (gems would
1948 normally only slip down from "rounded" walls). Therefore this was
1949 now changed to an element property for gem style elements, with the
1950 default setting "off" (which means: no special EM style behaviour).
1951 To fix older converted levels, this flag is set to "on" for pre-2.0
1952 levels that are neither contributed nor private levels.
1954 2002-03-20 src/files.h
1955 * Corrected settings for "level.game_version" depending of level type.
1956 (Contributed and private levels always get played with game engine
1957 version they were created with, while converted levels always get
1958 played with the most recent version of the game engine, to let new
1959 corrections of the emulation behaviour take effect.)
1961 2002-03-20 src/main.h
1962 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1963 compiling the SDL version on some systems.
1964 Thanks to the several people who pointed this out.
1967 * Version number set to 2.0.2.
1970 * Version 2.0.1 released.
1972 2002-03-18 src/screens.c
1973 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1975 2002-03-18 src/files.c [src/libgame/misc.c]
1976 * Moved some common functions from src/files.c to src/libgame/misc.c.
1978 2002-03-18 src/files.c [src/libgame/misc.c]
1979 * Changed permissions for new directories and saved files (especially
1980 score files) according to suggestions of Debian users and mantainers.
1981 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1983 2002-03-17 src/files.c
1984 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1985 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1986 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1987 for levels and "TAPE" for tapes). Old "cookie" style format is
1988 still supported for reading. New level and tape files are written
1991 * New IFF chunk "VERS" contains version numbers for file and game
1992 (where "game version" is the version of the program that wrote the
1993 file, and "file version" is a version number to distinguish files
1994 with different format, for example after adding new features).
1996 2002-03-15 src/screen.c
1997 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1998 (Before, you heard a mixture of the in-game music and the
1999 hall-of-fame music.)
2001 2002-03-14 src/events.c
2002 * Function "DumpTape()" (files.c) now available by pressing 't' from
2003 main menu (when in DEBUG mode).
2005 2002-03-14 src/game.c
2006 * "GameWon()": When game was won playing a tape, now there is no delay
2007 raising the score and no corresponding sound is played.
2009 2002-03-14 src/files.c
2010 * Changed "LoadTape()" for real chunk support and also adjusted
2011 "SaveTape()" accordingly.
2013 2002-03-14 src/game.c, src/tape.c, src/files.c
2014 * Important changes to tape format: The old tape format stored all
2015 actions with a real effect with a corresponding delay between the
2016 stored actions. This had some major disadvantages (for example,
2017 push delays had to be ignored, pressing a button for some seconds
2018 mutated to several single button presses because of the non-action
2019 delays between two action frames etc.). The new tape format just
2020 stupidly records all device actions and replays them later. I really
2021 don't know why I haven't solved it that way before?! Old-style tapes
2022 (with tape file version less than 2.0) get converted to the new
2023 format on-the-fly when loading and can therefore still be played;
2024 only some minor parts of the old-style tape handling code was needed.
2025 (A perfect conversion is not possible, because there is information
2026 missing about the device actions between two action frames.)
2028 2002-03-14 src/files.c
2029 * New function "DumpTape()" to dump the contents of the current tape
2030 in a human readable format.
2032 2002-03-14 src/game.c
2033 * Small tape bug fixed: When automatically advancing to next level
2034 after a game was won, the tape from the previous level still was
2035 loaded as a tape for the new level.
2037 2002-03-14 src/tape.c
2038 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2039 tape, cartoons did not get completely removed because
2040 StopAnimation() was not called.
2042 2002-03-13 src/files.c
2043 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2044 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2045 size even when using 16-bit elements). Added new chunk "CNT2" for
2046 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2047 chunk even when content was 16-bit element). "CNT2" should now be
2048 able to store content for arbitrary elements (up to eight blocks of
2049 3 x 3 element arrays). All "CNT2" elements will always be stored as
2050 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2052 2002-03-13 src/files.c
2053 * Changed "LoadLevel()" for real chunk support.
2055 2002-03-12 src/game.c
2056 * Fixed problem (introduced after 2.0.0 release) with penguins
2057 not getting killed by enemies
2059 2002-02-24 src/game.c, src/main.h
2060 * Added "player->is_moving"; now "player->last_move_dir" does
2061 not contain any information if the player is just moving at
2063 Before, "player->last_move_dir" was misused for this purpose
2064 for the robot stuff (robots don't kill players when they are
2065 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2066 broke tapes when walking through pipes!
2067 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2068 in a continuous movement. This fact is ignored for friends and