2 * title messages are now also searched in graphics artwork directory;
3 those found in graphics directory have precendence over those found
4 in level directory -- this handles title messages stored in graphics
5 directories as part of the artwork set, just like title images; this
6 makes sense, as corresponding special font definitions for messages
7 are usually defined in the same graphics artwork directory, and also
8 because title images and title messages that are combined in a level
9 set introduction should usually not be separated when the level set
10 is used with a different artwork set (e.g. using "override graphics")
11 * fixed problem with door borders on main screen by first drawing doors
12 and then the corresponding border masks, but not vice versa
13 * fixed problem with artwork config entries using the value "[DEFAULT]";
14 this does not what one might expect, but sets the value to an invalid
15 value -- solution: simply ignore such entries, which results in this
16 value keeping its previous (real) default value (in general, entries
17 that should use their default value should just not be defined here)
20 * fixed problem with broken crumbled graphics after level set changes
21 when using R'n'D custom artwork with level sets using the EMC engine
24 * fixed invisible "joysticks deactivated ..." text on setup input screen
27 * added use of hashes created from static lists (element tokens, image
28 config, font tokens) to speed up lookup of configuration parameters
29 * fixed bug where element and graphic config token lookup was mixed up
32 * added "busy" animation when initializing program and loading artwork
33 * added initialization profiling for program startup (debugging only)
36 * fixed(?) very strange bug apparently triggered by memset() when code
37 was cross-compiled with MinGW cross-compiler for Windows XP platform
38 (this only happened when using SDL.dll also self-compiled with MinGW)
41 * added graphics engine directive "border.draw_masked_when_fading" that
42 enables/disables drawing of border mask over screen that is just faded
45 * fixed small problem with separate fading definition for game screen
48 * added additional configuration directives for setup screen draw offset
49 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
50 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
51 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
52 used to define draw offset on custom artwork selection screens and
53 "CHOOSE_OTHER" is used on all other list style selection screens, like
54 choosing game speed or screen mode for fullscreen mode)
55 * added additional configuration directives to define main menu buttons:
56 - menu.button_name and menu.button_name.active
57 - menu.button_levels and menu.button_levels.active
58 - menu.button_scores and menu.button_scores.active
59 - menu.button_editor and menu.button_editor.active
60 - menu.button_info and menu.button_info.active
61 - menu.button_game and menu.button_game.active
62 - menu.button_setup and menu.button_setup.active
63 - menu.button_quit and menu.button_quit.active
64 * added eight pure decoration graphic definitions for the game panel
67 * added support for accessing native Diamond Caves II level packages
68 * fixed displaying of game panel values for Emerald Mine game engine
69 * fixed displaying end-of-level time and score values on new game panel
72 * added game panel control to display arbitrary elements on game panel
73 * added game panel control to display custom element score (globally
74 unique for identical custom elements) either as value or as element
75 * added ".draw_masked" and ".draw_order" to game panel control drawing
78 * fixed some general bugs with handling of ".active" elements and fonts
81 * cleanup of game panel elements (some elements were not really needed)
82 * added displaying of gravity state (on/off) as new game panel control
83 * added animation for game panel elements (similar to game elements)
86 * added new pseudo game mode "PANEL" to define panel fonts and graphics
87 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
88 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
89 (else graphics would have to use ".PLAYING", which would be confusing)
90 * fixed bug when fading out to game screen with border mask defined
93 * added attribute ".tile_size" for element style game panel controls
96 * added <space> key as additional valid key to use for confirm requester
99 * improved menu fading, adding separate fading definitions for entering
100 and leaving a "content" screen (in general), and optional definitions
101 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
104 * added (currently invisible) setup option to define scroll delay value
105 * fixed small bug in priority handling when auto-detecting level start
106 position in levels without player element (but player from CE etc.)
107 * added option "game.forced_scroll_delay_value" to override user choice
108 of scroll delay value for certain level sets with "graphicsinfo.conf"
109 * replaced setup option "scroll delay: on/off" by new setup option that
110 directly allows selecting the desired scroll delay value from 0 to 8
113 * added displaying of most game panel control elements (not animated)
116 * added new configuration directives to display additional game engine
117 values on the game control panel, like the following examples:
118 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
119 - game.panel.penguins - number of penguins to rescue
120 - game.panel.level_name - level name of current level
123 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
126 * added new player option "no centering when relocating" for "invisible"
127 teleportations to level areas that look exactly the same, giving the
128 illusion that the player did not relocate at all (this was the default
129 since 3.2.3, but caused visual problems with room creation in "Zelda")
130 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
133 * improved menu fading, adding separate fading definitions for entering
134 and leaving a menu and for fading between menu and "content" screens
135 * fixed small bug with recognizing also ".font_xyz" style definitions
138 * improved menu fading, adding separate fading definitions for fading
139 between menu screens and fading between menu and "destination" screens
142 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
143 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
144 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
145 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
147 * improved title fading, allowing fading animation types "none", "fade"
148 and "crossfade" (including cross-fading of last title to main menu)
151 * added configurability of graphics, sounds and music for title screens,
152 which are separated into initial title screens (only shown once at
153 program startup) and title screens shown for a given level set; these
154 title screens can be composed of up to five title images and up to
155 five title text messages (each drawn using an optional background
156 image), also using background music and/or sounds; aspects like
157 background images, sounds and music of title screens can either be
158 defined generally (valid for all title screens) or specifically (and
159 therefore differently for each title screen) using these directives:
161 to define a background image, sound or music file for all screens:
162 - background.TITLE_INITIAL (for all title screens for game startup)
163 - background.TITLE (for all title screens for level sets)
165 to define a background image, sound or music file for a single screen:
166 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
167 - background.titlescreen_x (with x in 1,2,3,4,5)
168 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
169 - background.titlemessage_x (with x in 1,2,3,4,5)
171 to define the title screen images:
172 - titlescreen_initial_x (with x in 1,2,3,4,5)
173 - titlescreen_x (with x in 1,2,3,4,5)
175 to define the title text messages, place text files into the level set
176 directory that have the following file names:
177 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
178 - titlemessage_x.txt (with x in 1,2,3,4,5)
180 to define the properties of the text messages, either use directives
181 that affect all text messages:
182 - [titlemessage_initial].<suffix>
183 - [titlemessage].<suffix>
184 or use directives that affect single text messages:
185 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
186 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
188 valid values for <suffix> are the same as for readme.<suffix> below;
189 use ".sort_priority" (default: 0) to define an arbitrary order for
190 title images and title messages (which can therefore be mixed)
193 * added full configurability of "readme.txt" screen appearance:
194 - readme.x: <left position used with alignment>
195 - readme.y: <top position>
196 - readme.width: <maximim text width in pixels>
197 - readme.height: <maximum text height in pixels>
198 - readme.chars: <maximum number of chars per line>
199 - readme.lines: <maximum number of lines displayed>
200 - readme.align: left,center,right (default: center)
201 - readme.top: top,middle,bottom (default: top)
202 - readme.font: font name
203 - readme.autowrap: true,false (default: true)
204 - readme.centered: true,false (default: false)
205 - readme.parse_comments: true,false (default: true)
206 - readme.sort_priority: (not used here, but only for title screens)
207 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
208 default), they are automatically determined from "readme.width" and
209 "readme.height" accordingly; when they are not "-1", they have
210 precedence over "readme.width" and "readme.height"
211 * added internal ad-hoc config settings for displaying text files like
212 title messages or "readme.txt" style level set info files:
213 - .font: font name (default: readme.font)
214 - .autowrap: true,false (default: readme.autowrap)
215 - .centered: true,false (default: readme.centered)
216 - .parse_comments: true,false (default: readme.parse_comments)
217 (the leading '.' and the separating ':' are mandatory here); to use
218 these ad-hoc settings, they have to be written inside a comment, like
219 "# .autowrap: false" or "# .centered: true"; these settings then
220 override the above global settings (they can even be used more than
221 once, like "# .centered: true", then some text that should be drawn
222 centered, then "# .centered: false" to go back to non-centered text;
223 important note: after using "# .parse_comments: false", or when using
224 "readme.parse_comments: false", detecting and parsing comments inside
225 the file is disabled and comments are just printed like normal text;
226 also be aware that all automatic text size calculations are done with
227 the font defined in "readme.font", while using different fonts using
228 "# .font: <font>" inside the text file may cause unexpected results
231 * changed some numerical limits in the level editor from 255 to 999
234 * added option "system.sdl_videodriver" to select SDL video driver
235 * added output of SDL video and audio driver to "version info" page
238 * added group element drawing to IntelliDraw drawing functions
239 * fixed animation resetting problem again (last try broke Snake Bite)
240 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
243 * added new (special) "include: <filename>" directive that works in all
244 configuration files (like "graphicsinfo.conf") and that has the same
245 effect as if that directive would be replaced with the content of the
246 specified file (this can be useful to split large configuration files
247 into several smaller ones and include them from one main file, or to
248 store configuration settings that always stay the same into a separate
249 file, while including it and only add those parts that really change)
252 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
255 * fixed bug in "InitMovingField()" where treating an integer array as
256 boolean caused wrong resetting of animations while elements are moving
257 * fixed problem with resetting animations when starting element change
260 * added sort priority for order of title screens and title messages
263 * changed end of game again: do not wait for the user to press a key
264 anymore, but directly ask/confirm tape saving and go to hall of fame
265 * re-enabled quitting of lost game by pressing space or return again
266 * added blanking of mouse pointer when displaying title screens
267 * added remaining menu draw offset definitions for info sub-screens
270 * added setup option to select game speed (from very slow to very fast)
271 * improved handling of title text messages (initial and for level set)
274 * added new options "auto-wrap" and "centered" for DC2 style envelopes
277 * fixed displaying and typing of player name when it is centered
278 * added special characters to be allowed for player name (not only A-Z)
281 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
282 (newer versions of the SDL library seem to not like this anymore)
285 * added code for configuration directives for control of game panel
288 * fixed small cosmetical bug with underlining property tabs in editor
291 * fixed small drawing bug in X11FadeRectangle
292 * added new elements for newly supported Diamond Caves II levels:
293 - EM/DC style exits that disappear after passing
294 - white key and gate (one white key needed for each white gate)
295 - fake gate (there is no key to open/pass this kind of gate!)
296 - extended magic wall which also handles pearls and crystals
300 * changed maximum value for endless loop detection to a higher value
301 (some levels really used very deep recursion without being endless)
304 * added new elements for newly supported Diamond Caves II levels:
305 - growing steel walls
306 - snappable land mine
309 * added new elements for newly supported Diamond Caves II levels:
310 - steel text elements
313 * added level file loader for native Diamond Caves II levels
316 * version number set to 3.2.4
319 * version 3.2.3 released
322 * fixed malloc/free bug when updating EMC artwork entries in level list
323 * added workaround (warning and request to quit the current game) when
324 changing elements cause endless recursion loop (which would otherwise
325 freeze the game, causing a crash-like program exit on some systems)
328 * fixed nasty string overflow bug when entering too long envelope text
331 * added feedback sounds for menu navigation "menu.item.activating" and
332 "menu.item.selecting" (for highlighting and executing menu entries)
335 * improved "no scrolling when relocating" to also consider scroll delay
336 (meaning that the player is not automatically centered in this case;
337 this makes it possible to "invisibly" relocate the player to a region
338 of the level playfield which looks the same as the old level region)
339 * fixed bug with not recognizing "main.input.name.align" when active
342 * fixed bug with displaying masked borders over title screens when
343 screen fading is disabled
346 * fixed infinite loop / crash bug when killing the player while having
347 a CE with the setting "kill player X when explosion of <player X>"
348 * added special editor graphic for "char_space" to distinguish it from
349 "empty_space" when editing a level (in-game graphics still the same)
352 * fixed nasty bug with initialization only done for the first player
355 * small change to handle loading empty element/content list micro chunks
358 * uploaded pre-release (test) version 3.2.3-0 binary and source code
361 * some optimizations on startup speed by reducing initial text output
364 * added caching of custom artwork information for faster startup times
367 * fixed graphical bug when using fewer menu entries on level selection
368 screen than usual (with "menu.list_size.LEVELS" directive)
369 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
370 the backbuffer to the backbuffer by error (with identical rectangle)
373 * fixed bug when displaying titlescreen with size less than element tile
374 * fixed bug that caused elements with "change when digging <e>" event
375 to change for _every_ digged element, not only those specified in <e>
376 * fixed bug that caused impact style collision when dropping element one
377 tile over the player that can both fall down and smash players
378 * fixed bug that caused impact style collision when element changed to
379 falling/smashing element over the player immediately after movement
382 * fixed bug that allowed making engine snapshots from the level editor
385 * fixed bugs with player name and current level positions on main screen
388 * added configuration directives for control of title screens:
389 - "title.fade_delay" for fading time
390 - "title.post_delay" for pause between screens (when not crossfading)
391 - "title.auto_delay" to automatically continue after some time
392 these settings can each be overridden by specifying them with titles:
393 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
394 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
395 fading mode can also be specified:
396 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
397 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
398 default is using normal fading for menues and initial title screens,
399 while using cross-fading for level set title screens
400 * fixed bug with background not drawn in Hall of Fame after game was won
403 * added configuration directives for the remaining main menu items
406 * added additional configuration directives for info screen draw offset:
407 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
408 * added additional configuration directives for preview info text
409 * limited mouse wheel sensitive screen area to scrollable screen area
412 * added highlighted menu text entries to menu navigation when selected
415 * fixed bug that prevented player from correctly being created in the
416 top left corner by a custom element change in a level without player
417 * fixed bug that prevented player from being killed when indestructible,
418 non-walkable element is placed on player position by extended change
419 * added configurable menu button, text and input positions to main menu
422 * added page fading effects for remaining info sub-screens
423 * fixed small bug that caused some delays when answering door request
426 * added directives "border.draw_masked.*" for menu/playfield area and
427 door areas to display overlapping/masked borders from "global.border"
430 * fixed bug with CE with move speed "not moving" not being animated
431 * when changing player artwork by CE action, reset animation frame
434 * fixed bug with not unmapping main menu screen gadgets on other screens
435 * fixed bug with un-pausing a paused game by releasing still pressed key
436 * fixed bug with not redrawing screen when toggling to/from fullscreen
437 mode while fast reloading tape (without redrawing playfield contents)
438 * fixed bug with quick-saving tape snapshot despite answering with "no"
441 * version number set to 3.2.3
444 * version 3.2.2 released
447 * fixed bug with redrawing screen in fullscreen mode after quick tape
448 reloading when using the EMC game engine
449 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
452 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
455 * added engine snapshot functionality for instant tape reloading (this
456 only works for the last tape saved using "quick save", and does not
457 work across program restarts, because it completely works in memory)
460 * version number set to 3.2.2
463 * version 3.2.1 released
466 * fixed nasty bugs with handling error message file on Mac OS X systems
469 * general code cleanup (removing many annoying "#if 0" blocks etc.)
472 * fixed bug that caused broken tapes when manually appending to tapes
473 using the "pause before death" functionality, followed by recording
474 * added setup option to disable fading of screens for faster testing
477 * code cleanup of new fading functions
480 * changed behaviour after solved game -- do not immediately stop engine
481 * added some more smooth screen fadings (game start, hall of fame etc.)
484 * fixed bug with displaying pushed CE with value/score/delay anim_mode
487 * added configurable level preview position, tile size and dimensions
488 * added configurable game panel value positions (gems, time, score etc.)
491 * fixed small bug with time displayed incorrectly when collecting CEs
494 * fixed bug with bumpy scrolling with EM engine in double player mode
497 * added compatibility code to fix "Snake Bite" style levels that were
498 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
501 * fixed bug with scrollbars inside editor when using the Windows mouse
502 enhancement tool "True X-Mouse" (which injects key events to the event
503 queue to insert selected stuff into the Windows clipboard, which gets
504 confused with the "Insert" key for jumping to the last editor cascade
505 block in the element list)
506 * added Rocks'n'Diamonds icon for use as window icon to SDL version
507 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
510 * added selection of preferred fullscreen mode to setup / graphics menu
511 (useful if default mode 800 x 600 does not match screen aspect ratio)
514 * improved down-scaling of images for better editor and preview graphics
515 * changed user data directory for Mac OS X from Unix style to new place
518 * improved level number selection in main menu and player selection in
519 setup menu (input devices section) by using standard button gadgets
520 * added support for mouse scroll wheel (caused buggy behaviour before)
521 * added support for scrolling horizontal scrollbars with mouse wheel by
522 holding "Shift" key pressed while scrolling the wheel
523 * added support for single step mouse wheel scrolling by holding "Alt"
524 key pressed while scrolling the wheel (can be combined with "Shift")
525 * changed output file "stderr.txt" on Windows platform now always to be
526 created in the R'n'D sub-directory of the personal documents directory
527 * added Windows message box to direct to "stderr.txt" after error aborts
530 * improved general scrollbar handling (when jump-scrolling scrollbars)
533 * changed scrollbars to always show last line as first after scrolling
534 (that means jumping n - 1 screen lines instead of n screen lines)
537 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
538 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
539 * fixed special handling of vertically stacked acid becoming fake acid
542 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
543 affect multiple instances of the same CE, although this kind of
544 change condition usually only affects one single custom element
547 * version number set to 3.2.1
550 * version 3.2.0 released
553 * reorganized level editor element list a bit to match engines better
556 * fixed newly introduced bug with wrongly initializing clipboard element
559 * fixed bug with displaying visible/invisible level border in editor
562 * reorganized some elements in the level editor element list
565 * fixed bug with displaying any player as "yellow" when moving into acid
566 * fixed bug with displaying running player when player stopped at border
569 * fixed bug with player exploding when moving into acid
570 * fixed bug with level settings being reset in editor and when playing
571 (some compatibility settings being set not only after level loading)
572 * fixed crash bug when number of custom graphic frames was set to zero
573 * fixed bug with teleporting player on walkable tile not working anymore
574 * added partial compatibility support for pre-release-only "CONF" chunk
575 (to make Alan Bond's "color cycle" demo work again :-) )
578 * fixed some bugs when displaying title screens from info screen menu
579 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
582 * changed file major version to 3 to reflect level file format changes
583 * uploaded pre-release (test) version 3.2.0-8 binary and source code
586 * added new chunk "NAME" to level file format for level name settings
587 * added new chunk "NOTE" to level file format for envelope settings
588 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
589 * updated magic(5) file to recognize changed and new level file chunks
590 * removed change events "change when CE value/score changes" as unneeded
593 * changed gravity (which only affects the player) from level property
594 to player property (only makes a difference in multi-player levels)
595 * added change events "change when CE value/score changes"
596 * added change events "change when CE value/score changes of <element>"
599 * added new chunk "INFO" to level file format for global level settings
600 * added all element settings from "HEAD" chunk to "CONF" chunk
601 * added all global level settings from "HEAD" chunk to "INFO" chunk
604 * changed level file format by adding two new chunks "CUSX" (for custom
605 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
606 elements, replacing the previous "GRP1" chunk); these new IFF style
607 chunks use the new and flexible "micro chunks inside chunks" technique
608 already used with the new "CONF" chunk (for normal element properties)
609 which makes it possible to easily extend the existing level format
610 (instead of using fixed-length chunks like before, which are either
611 too big due to reserved bytes for future use, or too small when those
612 reserved bytes have all been used and even more data should be stored,
613 requiring the replacement by new and larger chunks just like it went
614 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
617 * added credits pages to the "credits" section that were really missing
618 * added some missing element descriptions to the level editor
619 * added down position of switchgate switch to the level editor
620 and allowed the use of both switch positions at the same time
621 * changed use of "Insert" and "Delete" keys to navigate element list in
622 level editor to start of previous or next cascading block of elements
625 * added the possibility to view the title screen to the info screen menu
626 * fixed some minor bugs with viewing title screens
629 * fixed bug with title (cross)fading in/out when using fullscreen mode
632 * fixed bug that forced re-defining of menu settings in local graphics
633 config file which are already defined in existing base config file
634 * fixed small bug that caused door sounds playing when music is enabled
637 * added the possibility to define up to five title screens for each
638 level set that are displayed after loading using (cross)fading in/out
639 (this was added to display the various start images of the EMC sets)
642 * added "CE score gets zero [of]" to custom element trigger conditions
643 * added setup option to display element token name in level editor
646 * added compatibility code for Juergen Bonhagen's menu artwork settings
649 * fixed bug with displaying wrong animation frame 0 after CE changes
650 * fixed bug with creating invisible elements when light switch is on
653 * added selection between ECS and AGA graphics for EMC levels to setup
656 * adjusted font handling for various narrow EMC style fonts
659 * changed EM engine behaviour back to re-allow initial rolling springs
662 * fixed handling of over-large selectboxes (less error-prone now)
663 * fixed bug when creating GE with walkable element under the player
666 * added use of "Insert" and "Delete" keys to navigate element list in
667 level editor to start of custom elements or start of group elements
668 * added virtual elements to access CE value and CE score of elements:
669 - "CE value of triggering element"
670 - "CE score of triggering element"
671 - "CE value of current element"
672 - "CE score of current element"
675 * fixed "grass" to "sand" in older EM levels (up to file version V4)
678 * changed behaviour of network games with internal errors (because of
679 different client frame counters) from immediately terminating R'n'D
680 to displaying an error message requester and stopping only the game
681 (also to prevent impression of crashes under non command-line runs)
682 * fixed playing network games with the EMC engine (did not work before)
683 * fixed bug with not scrolling the screen in multi-player mode with the
684 focus on player 1 when all players are moving in different directions
685 * fixed bug with keeping pointer to gadget even after its deallocation
686 * fixed bug with allowing "focus on all players" in network games
687 * fixed bug with player focus when playing tapes from network games
690 * uploaded pre-release (test) version 3.2.0-7 binary and source code
693 * code cleanup for game action control for R'n'D and EMC game engine
696 * fixed bug in multi-player movement with focus on both players
697 * added option to control only the focussed player with all input
700 * added player focus switching to level tape recording and re-playing
703 * fixed some bugs in player focus switching in EMC and RND game engine
706 * added special Supaplex animations for Murphy digging and snapping
707 * added special Supaplex animations for Murphy being bored and sleeping
710 * added four new yam yams with explicit start direction for EMC engine
711 * fixed bug in src/libgame/text.c with printing text outside the window
714 * fixed small bug in EMC level loader (copyright sign in EM II levels)
717 * added delayed ignition of EM style dynamite when used in R'n'D engine
718 * added limited movement range to EMC engine when focus on all players
721 * fixed bug with missing (zero) score values for native Supaplex levels
724 * added "continuous snapping" (snapping many elements while holding the
725 snap key pressed, without releasing the snap key after each element)
726 as a new player setting for more compatibility with the classic games
729 * finished scrolling for "focus on all players" in EMC graphics engine
732 * level sets with "levels: 0" are ignored for levels, but not artwork
733 * fixed bug when scanning empty level group directories (endless loop)
736 * fixed bug with explosion graphic for player using "Murphy" graphic
737 * fixed bug with explosion graphic if player leaves explosion in time
738 * changed some descriptive text in setup menu to use medium-width font
739 * added key shortcut settings for switching player focus to setup menu
742 * fixed bug with random value initialization when recording tapes
743 * fixed bug with playing single player tapes when team mode activated
746 * fixed little bug when trying to switch to player that does not exist
749 * added player switching (visual and quick) to R'n'D and EM game engine
750 * added setup option to select visual or quick in-game player switching
753 * added use of "Home" and "End" keys to handle element list in editor
756 * fixed bug with adding score when playing tape with EMC game engine
757 * added steel wall border for levels using EMC engine without border
758 * finally fixed delayed scrolling in EMC engine also for small levels
761 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
764 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
765 * fixed bug when displaying info element without action, but direction
768 * fixed minor graphical problems with springs smashing and slurping
769 (when using R'n'D style graphics instead of EMC style graphics)
772 * added scroll delay (as configured in setup) to EMC graphics engine
775 * improved screen redraw for EMC graphics engine (faster and smoother)
776 * when not scrolling, do not redraw the whole playfield if not needed
779 * added multi-player mode for EMC game engine (with up to four players)
782 * added android (can clone elements) from EMC engine to R'n'D engine
785 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
788 * added selectbox for initial player speed to player settings in editor
791 * version 3.1.2 created that is basically version 3.1.1, but with a
792 major bug fixed that prevented editing your own private levels
793 * version 3.1.2 released
796 * added magic ball (creates elements) from EMC engine to R'n'D engine
799 * uploaded fixed pre-release version 3.2.0-6 binary and source code
802 * fixed bug when using "CE can leave behind <trigger element>"
803 * added new change condition "(after/when) creation of <element>"
804 * added new change condition "(after/when) digging <element>"
805 * fixed bug accessing invalid gadget that caused crashes under Windows
806 * deactivated new possibility for multiple CE changes per frame
809 * uploaded pre-release (test) version 3.2.0-6 binary and source code
812 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
813 * fixed bug with not keeping CE value for moving CEs with only action
814 * changed CE action selectboxes in editor to be only reset when needed
817 * added option "use artwork from element" for custom player artwork
818 * added option "use explosion from element" for player explosions
821 * added cascaded element lists in the level editor
822 * added persistence for cascaded element lists by "editorcascade.conf"
823 * added dynamic element list with all elements used in current level
824 * added possibility for multiple CE changes per frame (experimental)
827 * uploaded pre-release (test) version 3.2.0-5 binary and source code
830 * changed "score for each 10 seconds/steps left" to "1 second/step"
831 * added own score for collecting "extra time" instead of sharing it
832 * added change events "switched by player" and "player switches <e>"
833 * added change events "snapped by player" and "player snaps <e>"
834 * added "set player artwork: <element choice>" to CE action options
835 * added change event "move of <element>"
838 * added "set player shield: off / normal / deadly" to CE action options
839 * added new player option "use level start element" in level editor
840 to set the correct focus at level start to elements from which the
841 player is created later (this did not work before for cascaded CE
842 changes resulting in creation of the player; it is now also possible
843 to create the player from a yam yam which is smashed at level start)
846 * added "set player speed: frozen (not moving)" to CE action options
847 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
850 * added new player option "block snap field" (enabled by default) to
851 make it possible to show a snapping animation like in Emerald Mine
854 * added dynamic selectboxes to custom element action settings in editor
855 * added "CE value" counter for custom elements (instead of "CE count")
856 * added option to use the last "CE value" after custom element change
857 * added option to use the "CE value" of other elements in CE actions
858 * fixed odd behaviour when pressing time orb in levels w/o time limit
859 * added checkbox "use time orb bug" for older levels that use this bug
862 * added missing configuration settings for the following elements:
863 - EL_TIMEGATE_SWITCH (time of open time gate)
864 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
865 - EL_SHIELD_NORMAL (time of shield duration)
866 - EL_SHIELD_DEADLY (time of shield duration)
867 - EL_EXTRA_TIME (time added to level time)
868 - EL_TIME_ORB_FULL (time added to level time)
871 * added "wind direction" as a movement pattern for custom elements
872 * added initial wind direction for balloon / custom elements to editor
873 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
876 * added parameters for "game of life" and "biomaze" elements to editor
879 * added level file chunk "CONF" for generic level and element settings
882 * uploaded pre-release (test) version 3.2.0-4 binary and source code
885 * skip empty level sets (with "levels: 0"; may be artwork base sets)
886 * added sound action ".page[1]" to ".page[32]" for each CE change page
889 * added image config suffix ".clone_from" to copy whole image settings
890 * fixed bug with invalid ("undefined") CE settings in old level files
893 * fixed graphical bug with smashing elements falling faster than player
896 * fixed major bug which prevented private levels from being edited
897 * fixed bug with precedence of general and special font definitions
900 * fixed graphical bug with player animation when player moves slowly
903 * uploaded pre-release (test) version 3.2.0-3 binary and source code
906 * fixed bug which prevented "global.num_toons: 0" from working
909 * major code cleanup (removed all these annoying "#if 0" blocks)
912 * added custom element actions for CE change page in level editor
915 * fixed music initialization bug in init.c (thanks to David Binderman)
916 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
917 (this bug must probably be fixed at other places, too)
920 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
921 (should be '#include <SDL.h>' instead)
924 * fixed bug which prevented "walkable from no direction" from working
925 (due to compatibility code overwriting this setting after loading)
928 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
931 * version number temporarily set to 3.1.1 (intermediate bugfix release)
932 * version 3.1.1 released
935 * changed some va_arg() arguments from 'long' to 'int', fixing problems
936 on 64-bit architecture systems with LP64 data model
939 * fixed bug with bombs not exploding when hitting the last level line
940 (introduced after the release of 3.1.0)
943 * added support for dumping small-sized level sketches from editor
946 * added recognition of "trigger element" for "change digged element to"
947 (this is not really what the "trigger element" was made for, but its
948 use may seem obvious for leaving back digged elements unchanged)
951 * fixed multiple warnings about failed joystick device initialization
954 * fixed bug with dynamite dropped on top of just dropped custom element
955 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
956 dynamite can still be dropped, but drop key must be released before
959 * fixed bug with wrong start directory when started from file browser
960 (due to this bug, R'n'D could not be started from KDE's Konqueror)
963 * fixed bug causing "change when impact" on player not working
964 * fixed wrong priority of "hitting something" over "hitting <element>"
965 * fixed wrong priority of "hit by something" over "hit by <element>"
968 * fixed graphical bug which caused the player (being Murphy) to show
969 collecting animations although the element was collected by penguin
972 * fixed two bugs causing wrong door background graphics in system.c
973 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
976 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
977 * added "no direction" to "walkable/passable from" selectbox options
980 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
981 * in tape autoplay, not only report broken, but also missing tapes
984 * uploaded pre-release (test) version 3.2.0-2 binary and source code
987 * fixed small bug with "linear" animation not working for active lamp
990 * fixed bug with moving up despite gravity due to "block last field"
991 * fixed small bug with wrong draw offset when typing name in main menu
992 * when reading user names from "passwd", ignore data after first comma
993 * when creating new "levelinfo.conf", only write some selected entries
996 * fixed displaying "imported from/by" on preview with empty string
997 * fixed ignoring draw offset for fonts used for level preview texts
1000 * fixed a delay problem with SDL and too many mouse motion events
1001 * added setup option "skip levels" and level skipping functionality
1004 * added move speed "not moving" for non-moving CEs, but with direction
1007 * fixed mapping of obsolete element token names in "editorsetup.conf"
1008 * fixed bug with sound "acid.splashing" treated as a loop sound
1009 * fixed some little sound bugs in native EM engine
1012 * fixed small bug when dragging scrollbars to end positions
1015 * added editor element descriptions written by Aaron Davidson
1018 * improved fallback handling when configured artwork is not available
1019 (now using default artwork instead of exiting when files not found)
1022 * fixed bug on level selection screen when dragging scrollbar
1025 * fixed bug which caused broken tapes when appending to EM engine tapes
1028 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1031 * added code to replace changed artwork config tokens with other tokens
1032 (needed for backwards compatibility, so that older tokens still work)
1035 * added native R'n'D graphics for some new EMC elements in EM engine
1038 * fixed some bugs in the EM engine integration code
1039 * changed EM engine code to allow diagonal movement
1040 * changed EM engine code to allow use of separate snap and drop keys
1043 * fixed some redraw bugs when using EM engine
1046 * fixed bug with not converting RND levels which are set to use native
1047 engine to native level structure when loading
1050 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1053 * version number set to 3.2.0
1056 * level data now reset to defaults after attempt to load invalid file
1059 * added use of "editorsetup.conf" for different level sets
1062 * added auto-detection for various types of Emerald Mine level files
1065 * fixed bug with scrollbars getting too small when list is very large
1068 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1071 * added most level editor configuration gadgets for new EMC elements
1074 * added more element and graphic definitions for new EMC elements
1077 * modified native EM engine to use integrated R'n'D sound system
1080 * added SDL support to graphics functions in native EM engine
1081 (by always using generic libgame interface functions)
1084 * fixed bug in frame synchronization in native EM engine
1087 * added code to convert levels between R'n'D and native EM engine
1090 * new Emerald Mine engine can now play levels selected in main menu
1093 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1094 (which creates scaled down graphics for level editor and preview);
1095 there's still a memory leak somewhere in the artwork handling code
1096 * added "scale image up" functionality to X11 version of zoom function
1099 * first attempts to integrate new, native Emerald Mine Club engine
1102 * fixed bug in gadget code which caused reset of CEs in level editor
1103 (example: pressing 'b' [grab brush] on CE config page erased values)
1104 (solution: check if gadgets in ClickOnGadget() are really mapped)
1105 * improved level change detection in editor (settings now also checked)
1106 * fixed bug with "can move into acid" and "don't collide with" state
1109 * fixed maze runner style CEs to use the configured move delay value
1112 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1115 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1116 * fixed the above fix because it broke level set "machine" (*sigh*)
1117 * fixed random element placement in level editor to work as expected
1118 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1121 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1124 * fixed bug (missing array boundary check) which caused broken tapes
1125 * fixed bug (when loading level template) which caused broken levels
1126 * fixed bug with new block last field code when using non-yellow player
1129 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1130 * internal change of how the player blocks the last field when moving
1131 * fixed blocking delay of last field for EM and SP style block delay
1132 * fixed bug where the player had to wait for the usual move delay after
1133 unsuccessfully trying to move, when he directly could move after that
1134 * the last two changes should make original Supaplex level 93 solvable
1135 * improved use of random number generator to make it less predictable
1136 * fixed behaviour of slippery SP elements to let slip left, then right
1139 * fixed bug with wrong door state after trying to quickload empty tape
1140 * fixed waste of static memory usage of the binary, making it smaller
1141 * fixed very little graphical bug in Supaplex explosion
1144 * version number set to 3.1.1
1147 * version 3.1.0 released
1150 * fixed bug with crash when writing user levelinfo.conf the first time
1153 * added option "convert LEVELDIR [NR]" to command line batch commands
1154 * re-converted Supaplex levels to apply latest engine fixes
1155 * changed "use graphic/sound of element" to "use graphic of element"
1156 due to compatibility problems with some levels ("bug machine" etc.)
1159 * fixed bug with CE change replacing player with same or other player
1162 * fixed bug with opaque font in envelope with background graphic when
1163 background graphic is not transparent itself
1166 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1167 * corrected original Supaplex level loading code to use these new ports
1168 * also corrected Supaplex loader to auto-count infotrons if set to zero
1171 * fixed bug with missing initialization of "modified" flag for GEs
1174 * fixed bug that caused endless recursion loop when relocating player
1175 * fixed tape recorder bug in "step mode" when using "pause before end"
1176 * fixed tape recorder bug when changing from "warp forward" mode
1179 * fixed bug with "when touching" for pushed elements at last position
1182 * fixed bug that caused two activated toolbox buttons in level editor
1183 * fixed bug with exploding dynabomb under player due to other explosion
1186 * fixed bug with creating walkable custom element under player (again)
1187 * fixed bug with not copying explosion type when copying CEs in editor
1188 * fixed graphical bug when drawing player in setup menu (input devices)
1189 * fixed graphical bug when the player is pushing an accessible element
1190 * fixed bug with classic switchable elements triggering CE changes
1191 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1192 * fixed crash bug when CE leaves behind the trigger player element
1195 * fixed bug with broken tubes after placing/exploding dynamite in them
1196 * fixed bug with exploding dynamite under player due to other explosion
1197 * fixed bug with not resetting push delay under certain circumstances
1200 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1201 * added network multiplayer code for Windows (thanks to Niko Böhm)
1204 * added option "reachable despite gravity" for gravity movement
1205 * changed gravity movement of most classic walkable and passable
1206 elements back to "not reachable" (for compatibility reasons)
1209 * fixed (removed) "indestructible" / "can explode" dependency in editor
1210 * fixed (removed) "accessible inside" / "protected" dependency
1211 * fixed (removed) "step mode" / "shield time" dependency
1214 * fixed dynabombs exploding now into anything diggable
1215 * fixed Supaplex style gravity movement into buggy base now impossible
1216 * added pressing key "space" as valid action to select menu options
1219 * added "replace when walkable" to relocate player to walkable element
1220 * added "enter"/"leave" event for elements affected by relocation
1221 * fixed "direct"/"indirect" change order also for "when change" event
1222 * fixed graphical bug when pushing things from elements walkable inside
1225 * fixed graphic bug when player is snapping while moving in old levels
1226 * fixed bug when a moving custom element leaves a player element behind
1227 * fixed bug with mole not disappearing when moving into acid pool
1228 * fixed bug with incomplete path setting when using "--basepath" option
1229 * moving CE can now leave walkable elements behind under the player
1230 * when relocating, player can be set on walkable element now
1231 * fixed another gravity movement bug
1234 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1237 * added "collectible" and "removable" to extended replacement types
1238 (where "removable" replaces "diggable" and "collectible" elements)
1239 * added "collectible & throwable" (to throw element to the next field)
1240 * fixed bug with CEs digging elements that are just about to explode
1241 * changed mouse cursor now always being visible when game is paused
1244 * added possibility to push/press accessible elements from a side that
1246 * fixed bug with not setting actual date when appending to tape
1249 * fixed bug with incorrectly initialized custom element editor graphics
1252 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1253 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1256 * fixed bug with destroyed robot wheel still attracting robots forever
1257 * fixed bug with time gate switch deactivating after robot wheel time
1258 (while the time gate itself is not affected by this misbehaviour)
1259 * changed behaviour of BD style amoeba to always get blocked by player
1260 (before it was different when there were non-BD elements in level)
1261 * fixed bug with player destroying indestructable elements with shield
1264 * added option to make growing elements grow into anything diggable
1265 (for the various amoeba types, biomaze and "game of life")
1268 * fixed bug with movable elements not moving after left behind by CEs
1269 * changed gravity movement to anything diggable, not only sand/base
1270 * optionally allowing passing to walkable element, not only empty space
1271 * added option "can pass to walkable element" for players
1272 * finally fixed gravity movement (hopefully)
1275 * fixed bug with movable elements not moving anymore after falling down
1278 * fixed another bug with custom elements digging and leaving elements
1279 * fixed bug with "along left/right side" and automatic start direction
1280 * trigger elements now also displayed when "more custom" deactivated
1281 * fixed bug with clipboard element initialized when loading new level
1282 * added option "drop delay" to set delay before dropping next element
1285 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1288 * added copy and paste functions for custom change pages
1289 * enhanced graphical display and functionality of tape recorder
1290 * fixed bug with custom elements digging and leaving elements
1293 * added move speed faster than "very fast" for custom elements
1294 * fixed bug with 3+3 style explosions and missing border content
1295 * fixed little bug when copying custom elements in the editor
1296 * enhanced custom element changes by more side trigger actions
1299 * added option "no scrolling when relocating" for instant teleporting
1300 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1303 * added trigger element and trigger player to use as target elements
1304 * added copy and paste functions for custom and group elements
1307 * fixed graphical bug when displaying explosion animations
1308 * fixed bug when appending to tapes, resulting in broken tapes
1309 * re-recorded a few tapes broken by fixing gravity checking bug
1312 * "can move into acid" property now for all elements independently
1313 * "can fall into acid" property for player stored in same bitfield now
1314 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1315 * version number set to 3.1.0 (finally!)
1318 * changed tape recording to only record input, not programmed actions
1321 * fixed totally broken (every 8th frame skipped) step-by-step recording
1322 * fixed bug with requester not displayed when quick-loading interrupted
1323 * added option "can fall into acid (with gravity)" for players
1324 * fixed bug with player not falling when snapping down with gravity
1327 * fixed bug which messed up key config when using keypad number keys
1330 * fixed bug which allowed moving upwards even when gravity was active
1331 * fixed bug with missing error handling when dumping levels or tapes
1334 * added different colored editor graphics for Supaplex gravity tubes
1337 * fixed bug that allowed solvable tapes for unsolvable levels
1340 * use unlimited number of droppable elements when "count" set to zero
1341 * added option to use step limit instead of time limit for level
1344 * added player and change page as trigger for custom element change
1347 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1350 * fixed bug with dark yamyam changing to acid when moving over acid
1351 * fixed handling of levels with more than 999 seconds level time
1352 (example: level 76 of "Denmine")
1355 * "spring push bug" reintroduced as configurable element property
1356 * fixed bug with missing properties for "mole"
1357 * fixed bug that showed up when fixing the above "mole" properties bug
1358 * added option "can move into acid" for all movable elements
1359 * fixed graphical bug for elements moving into acid
1360 * changed event handling to handle all pending events before going on
1363 * fixed bug which caused all CE change pages to be ignored which had
1364 the same change event, but used a different element side
1365 (reported by Simon Forsberg)
1367 * fixed bug which caused elements that can move and fall and that are
1368 transported by a conveyor belt to continue moving into that direction
1369 after leaving the conveyor belt, regardless of their own movement
1370 type; only elements which can not move are transported now
1371 (reported by Simon Forsberg)
1373 * fixed bug which could cause an array overflow in RelocatePlayer()
1374 (reported by Niko Böhm)
1376 * changed Emerald Mine style "passable / over" elements to "protected"
1377 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1379 * added new option to select from which side a "walkable/passable"
1380 element can be entered
1383 * added explosion and ignition delay for elements that can explode
1386 * fixed bug which caused player not being protected against enemies
1387 when a CE was "walkable / inside" and was not "indestructible"
1388 * added "walkable/passable" fields to be "protected/unprotected"
1389 against enemies, even if not accessible "inside" but "over/under"
1392 * corrected move pattern to 32 bit and initial move direction to 8 bit
1395 * added second custom element base configuration page
1398 * added some special EMC mappings to Emerald Mine level loader
1399 (also covering previously unknown element in level 0 of "Bondmine 8")
1402 * added option to block last field when player is moving (for Supaplex)
1403 * adjusted push delay of Supaplex elements
1404 * removed delays for envelopes etc. when replaying with maximum speed
1405 * fixed bug when dropping element on a field that just changed to empty
1408 * fixed bug: infotrons can now smash yellow disks
1409 * fixed bug: when gravity active, port above player can now be entered
1410 * removed "one white dot" mouse pointer which irritated some people
1413 * added "choice type" for group element selection
1416 * fixed bug with initial invulnerability of non-yellow player
1419 * added level loader for loading native Supaplex packed levels
1420 (including multi-part levels like the "splvls99" levels)
1423 * fixed bug which allowed creating emeralds by escaping explosions
1426 * custom elements can change (limited) or leave (unlimited) elements
1427 * finally added multiple matches using group elements
1428 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1431 * added new start movement type "previous" for continued CE movement
1432 * added new start movement type "random" for random CE movement start
1435 * added new element "sokoban_field_player" needed for Sokoban levels
1436 (thanks to Ed Booker for pointing this out!)
1439 * added elements that can be digged or left behind by custom elements
1442 * added group elements for multiple matches and random element creation
1445 * fixed some graphical errors displayed in old levels
1448 * fixed wrong double speed movement after passing closing gates
1451 * added level loader for loading native Emerald Mine levels
1454 * changes for "shooting" style CE movement
1457 * Happy New Year! ;-)
1460 * changed default snap/drop keys from left/right Shift to Control keys
1463 * fixed bug with dead player getting reanimated from custom element
1466 * fixed bug with wrong penguin graphics (when entering exit)
1469 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1472 * version number set to 3.0.9
1475 * version 3.0.8 released
1478 * added function checked_free()
1481 * fixed bug with double nut cracking sound
1482 (by eliminating "default element action sound" assignment in init.c)
1485 * fixed crash when no music info files are available
1488 * fixed boring and sleeping sounds
1491 * added "maze runner" and "maze hunter" movement types
1492 * added extended collision conditions for custom elements
1495 * added warnings for undefined token values in artwork config files
1498 * added menu entry for level set information to the info screen
1501 * fixed bug with wrong default impact sound for colored emeralds
1504 * added several sub-screens for the info screen
1505 * menu text now also clickable (not only blue/red sphere left of it)
1508 * added configurable "bored" and "sleeping" animations for the player
1509 * added "awakening" sound for player when waking up after sleeping
1512 * added "copy" and "exchange" functions for custom elements to editor
1515 * added configurable element animations for info screen
1518 * added configurable music credits for info screen
1521 * finally fixed tape recording when player is created from CE change
1524 * added "editorsetup.conf" for editor element list configuration
1527 * added "musicinfo.conf" for menu and level music configuration
1530 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1531 (that only showed up on Linux, but not on Windows systems)
1534 * fixed turning movement of butterflies and fireflies (no frame reset)
1535 * enhanced sniksnak turning movement (two steps instead of only one)
1538 * version number set to 3.0.8
1541 * version 3.0.7 released
1544 * fixed reset of player animation frame when, for example,
1545 walking, digging or collecting share the same animation
1546 * fixed CE with "deadly when touching" exploding when touching amoeba
1549 * fixed tape recording when player is created from CE element change
1552 * introduced "turning..." action graphic for elements with move delay
1553 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1554 * added turning animations for bug, spaceship and sniksnak
1557 * prevent "extended" changed elements from delay change in same frame
1560 * fixed bug when pushing element that can move away to the side
1561 (like pushing falling elements, but now with moving elements)
1564 * finally fixed serious bug in code for delayed element pushing (again)
1567 * unavailable setup options now marked as "n/a" instead of "off"
1568 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1569 to "true", levels are always played with the latest game engine,
1570 which is desired for levels that are imported from other games; all
1571 other levels are played with the engine version stored in level file
1572 (which is normally the engine version the level was created with)
1575 * fixed serious bug in code for delayed element pushing
1576 * fixed little bug in animation frame selection for pushed elements
1577 * speed-up of reading config file for verbose output
1580 * added configuration option for opening and closing Supaplex exit
1581 * added configuration option for moving up/down animation for Murphy
1582 * fixed incorrectly displayed animation for attacking dragon
1583 * fixed bug with not setting initial gravity for each new game
1584 * fixed bug with teleportation of player by custom element change
1585 * fixed bug with player not getting smashed by rock sometimes
1588 * version number set to 3.0.7
1591 * version 3.0.6 released
1594 * added support for MP3 music for SDL version through SMPEG library
1597 * fixed bug when initializing font graphic structure
1598 * fixed bug with animation mode "pingpong" when using only 1 frame
1599 * fixed bug with extended change target introduced in 3.0.5
1600 * fixed bug where passing over moving element doubles player speed
1601 * fixed bug with elements continuing to move into push direction
1602 * fixed bug with duplicated player when dropping bomb with shield on
1603 * added "switching" event for custom elements ("pressing" only once)
1604 * fixed switching bug (resetting flag when not switching but not idle)
1607 * fixed element tokens for certain file elements with ".active" etc.
1610 * version number set to 3.0.6
1613 * version 3.0.5 released
1616 * now four envelope elements available
1617 * font, background, animation and sound for envelope now configurable
1618 * main menu doors opening/closing animation type now configurable
1621 * active/inactive sides configurable for custom element changes
1622 * new movement type "move when pushed" available for custom elements
1625 * fixed bug in multiple config pages loader code that caused crashes
1628 * enhanced (remaining low-resolution) Supaplex graphics
1631 * version number set to 3.0.5
1634 * version 3.0.4 released
1636 2003-09-12 src/tools.c
1637 * fixed bug in custom definition of crumbled element graphics
1639 2003-09-11 src/files.c
1640 * fixed bug in multiple config pages code that caused crashes
1643 * version number set to 3.0.4
1646 * version 3.0.3 released
1649 * added music to Supaplex classic level set
1651 2003-09-07 src/libgame/misc.c
1652 * added support for loading various music formats through SDL_mixer
1654 2003-09-06 (various source files)
1655 * fixed several nasty bugs that may have caused crashes on some systems
1656 * added envelope content which gets displayed when collecting envelope
1657 * added multiple change event pages for custom elements
1659 2003-08-24 src/game.c
1660 * fixed problem with player animation when snapping and moving
1662 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1663 * fixed problem with flickering when drawing toon animations
1665 2003-08-23 src/libgame/sdl.c
1666 * fixed problem with setting mouse cursor in SDL version in fullscreen
1668 2003-08-23 src/game.c
1669 * fixed bug (missing array boundary check) which could crash the game
1672 * version number set to 3.0.3
1675 * version 3.0.2 released
1677 2003-08-21 src/game.c
1678 * fixed bug with creating inaccessible elements at player position
1680 2003-08-20 src/init.c
1681 * fixed bug with not finding current level artwork directory
1683 2003-08-20 src/files.c
1684 * fixed bug with choosing wrong engine version when playing tapes
1685 * fixed bug with messing up custom element properties in 3.0.0 levels
1688 * version number set to 3.0.2
1691 * version 3.0.1 released
1693 2003-08-17 (no source files affected)
1694 * changed all "classic" PCX image files with 16 colors or less to
1695 256 color (8 bit) storage format, because the Allegro game library
1696 cannot handle PCX files with less than 256 colors (contributed
1697 graphics are not affected and might look wrong in the DOS version)
1699 2003-08-16 src/init.c
1700 * fixed bug which (for example) crashed the level editor when defining
1701 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1702 (only set to default) -- invalid graphics now set to default graphic
1704 2003-08-16 src/init.c
1705 * fixed graphical bug of player digging/collecting/snapping element
1706 when no corresponding graphic/animation is defined for this action,
1707 resulting in player being drawn as EL_EMPTY (which should only be
1708 done to elements being collected, but not to the player)
1710 2003-08-16 src/game.c
1711 * fixed small graphical bug of player not totally moving into exit
1713 2003-08-16 src/libgame/setup.c
1714 * fixed bug with wrong MS-DOS 8.3 filename conversion
1716 2003-08-16 src/tools.c
1717 * fixed bug with invisible mouse cursor when pressing ESC while playing
1719 2003-08-16 (various source files)
1720 * added another 128 custom elements (disabled in editor by default)
1722 2003-08-16 src/editor.c
1723 * fixed NULL string bug causing Solaris to crash in sprintf()
1725 2003-08-16 src/screen.c
1726 * fixed drawing over scrollbar on level selection with custom fonts
1728 2003-08-15 src/game.c
1729 * cleanup of simple sounds / loop sounds / music settings
1731 2003-08-08 (various source files)
1732 * added custom element property for dropping collected elements
1734 2003-08-08 src/conf_gfx.c
1735 * fixed bug with missing graphic for active red disk bomb
1737 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1738 * extended variable "level.gravity" to "level.initial_gravity" and
1739 "game.current_gravity" to prevent level setting from being changed
1740 by playing the level (keeping the runtime value after playing)
1742 * fixed graphics bug when digging element that has 'crumbled' graphic
1743 definition, but not 'diggable' graphic definition
1746 * version number set to 3.0.1
1749 * version 3.0.0 released
1752 * various bug fixes; among others:
1753 - fixed bug with pushing spring over empty space
1754 - fixed bug with leaving tube while placing dynamite
1755 - fixed bug with explosion of smashed penguins
1756 - allow Murphy player graphic in levels with non-Supaplex elements
1760 * I have forgotten to document changes for some time
1763 * pre-release version 2.2.0rc1 released
1766 * version number set to 2.1.2
1769 * version 2.1.1 released
1772 * version number set to 2.1.1
1775 * version 2.1.0 released
1778 * version number set to 2.1.0
1780 2002-04-03 to 2002-05-19 (various source files)
1781 * graphics, sounds and music now fully configurable
1782 * bug fixed that prevented walking through tubes when gravity on
1784 2002-04-02 src/events.c, src/editor.c
1785 * Make Escape key less aggressive when playing or when editing level.
1786 This can be configured as an option in the setup menu. (Default is
1787 "less aggressive" which means "ask user if something can be lost"
1788 when pressing the Escape key.)
1790 2002-04-02 src/screen.c
1791 * Added "graphics setup" screen.
1793 2002-04-01 src/screen.c
1794 * Changed "choose level" setup screen stuff to be more generic (to
1795 make it easier to add more "choose from generic tree" setup screens).
1797 2002-04-01 src/config.c, src/timestamp.h
1798 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1799 automatically gets created by "src/Makefile" and contains an actual
1800 compile-time timestamp to identify development versions of the game).
1802 2002-03-31 src/tape.c, src/events.c
1803 * Added quick game/tape save/load functions to tape stuff which can be
1804 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1805 loads previously recorded tape and directly goes into recording mode
1806 from the end of the tape (therefore appending to the tape).
1808 2002-03-31 src/tape.c
1809 * Added "index mark" function to tape recorder. When playing or
1810 recording, "eject" button changes to "index" button. Setting index
1811 mark is not yet implemented, but pressing index button when playing
1812 allows very quick advancing to end of tape (when normal playing),
1813 very fast forward mode (when playing with normal fast forward) or
1814 very fast reaching of "pause before end of tape" (when playing with
1815 "pause before end" playing mode).
1817 2002-03-30 src/cartoons.c
1818 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1820 2002-03-29 src/screen.c
1821 * Changed setup screen stuff to be more generic (to make it easier
1822 to add more setup screens).
1824 2002-03-23 src/main.c, src/main.h
1825 * Various changes due to the introduction of the new libgame files
1826 "setup.c" and "joystick.c".
1828 2002-03-23 src/files.c
1829 * Generic parts of "src/files.c" (mainly setup and level directory
1830 stuff) moved to new libgame file "src/libgame/setup.c".
1832 2002-03-23 src/joystick.c
1833 * File "src/joystick.c" moved to libgame source tree, with
1834 correspondig changes.
1836 2002-03-22 src/screens.c
1837 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1838 (Wrong level series information displayed when entering main group.)
1840 2002-03-22 src/editor.c
1841 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1843 2002-03-22 src/editor.c
1844 * Changed behaviour of "Escape" key in level editor to be more
1845 intuitive: When in "Element Properties" or "Level Info" mode,
1846 return to "Drawing Mode" instead of leaving the level editor.
1848 2002-03-21 src/game.c, src/editor.c, src/files.c
1849 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1850 gems (emeralds, diamonds, ...) slipping down from normal wall,
1851 steel wall and growing wall (as in E.M.C. style levels). Although
1852 the behaviour of contributed and private levels wasn't changed (due
1853 to the use of "level.game_version"; see previous entry), editing
1854 those levels will (of course) change the behaviour accordingly.
1856 This change seems a bit too hard after thinking about it, because
1857 the EM style behaviour is not the "expected" behaviour (gems would
1858 normally only slip down from "rounded" walls). Therefore this was
1859 now changed to an element property for gem style elements, with the
1860 default setting "off" (which means: no special EM style behaviour).
1861 To fix older converted levels, this flag is set to "on" for pre-2.0
1862 levels that are neither contributed nor private levels.
1864 2002-03-20 src/files.h
1865 * Corrected settings for "level.game_version" depending of level type.
1866 (Contributed and private levels always get played with game engine
1867 version they were created with, while converted levels always get
1868 played with the most recent version of the game engine, to let new
1869 corrections of the emulation behaviour take effect.)
1871 2002-03-20 src/main.h
1872 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1873 compiling the SDL version on some systems.
1874 Thanks to the several people who pointed this out.
1877 * Version number set to 2.0.2.
1880 * Version 2.0.1 released.
1882 2002-03-18 src/screens.c
1883 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1885 2002-03-18 src/files.c [src/libgame/misc.c]
1886 * Moved some common functions from src/files.c to src/libgame/misc.c.
1888 2002-03-18 src/files.c [src/libgame/misc.c]
1889 * Changed permissions for new directories and saved files (especially
1890 score files) according to suggestions of Debian users and mantainers.
1891 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1893 2002-03-17 src/files.c
1894 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1895 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1896 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1897 for levels and "TAPE" for tapes). Old "cookie" style format is
1898 still supported for reading. New level and tape files are written
1901 * New IFF chunk "VERS" contains version numbers for file and game
1902 (where "game version" is the version of the program that wrote the
1903 file, and "file version" is a version number to distinguish files
1904 with different format, for example after adding new features).
1906 2002-03-15 src/screen.c
1907 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1908 (Before, you heard a mixture of the in-game music and the
1909 hall-of-fame music.)
1911 2002-03-14 src/events.c
1912 * Function "DumpTape()" (files.c) now available by pressing 't' from
1913 main menu (when in DEBUG mode).
1915 2002-03-14 src/game.c
1916 * "GameWon()": When game was won playing a tape, now there is no delay
1917 raising the score and no corresponding sound is played.
1919 2002-03-14 src/files.c
1920 * Changed "LoadTape()" for real chunk support and also adjusted
1921 "SaveTape()" accordingly.
1923 2002-03-14 src/game.c, src/tape.c, src/files.c
1924 * Important changes to tape format: The old tape format stored all
1925 actions with a real effect with a corresponding delay between the
1926 stored actions. This had some major disadvantages (for example,
1927 push delays had to be ignored, pressing a button for some seconds
1928 mutated to several single button presses because of the non-action
1929 delays between two action frames etc.). The new tape format just
1930 stupidly records all device actions and replays them later. I really
1931 don't know why I haven't solved it that way before?! Old-style tapes
1932 (with tape file version less than 2.0) get converted to the new
1933 format on-the-fly when loading and can therefore still be played;
1934 only some minor parts of the old-style tape handling code was needed.
1935 (A perfect conversion is not possible, because there is information
1936 missing about the device actions between two action frames.)
1938 2002-03-14 src/files.c
1939 * New function "DumpTape()" to dump the contents of the current tape
1940 in a human readable format.
1942 2002-03-14 src/game.c
1943 * Small tape bug fixed: When automatically advancing to next level
1944 after a game was won, the tape from the previous level still was
1945 loaded as a tape for the new level.
1947 2002-03-14 src/tape.c
1948 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1949 tape, cartoons did not get completely removed because
1950 StopAnimation() was not called.
1952 2002-03-13 src/files.c
1953 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1954 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1955 size even when using 16-bit elements). Added new chunk "CNT2" for
1956 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1957 chunk even when content was 16-bit element). "CNT2" should now be
1958 able to store content for arbitrary elements (up to eight blocks of
1959 3 x 3 element arrays). All "CNT2" elements will always be stored as
1960 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1962 2002-03-13 src/files.c
1963 * Changed "LoadLevel()" for real chunk support.
1965 2002-03-12 src/game.c
1966 * Fixed problem (introduced after 2.0.0 release) with penguins
1967 not getting killed by enemies
1969 2002-02-24 src/game.c, src/main.h
1970 * Added "player->is_moving"; now "player->last_move_dir" does
1971 not contain any information if the player is just moving at
1973 Before, "player->last_move_dir" was misused for this purpose
1974 for the robot stuff (robots don't kill players when they are
1975 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1976 broke tapes when walking through pipes!
1977 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1978 in a continuous movement. This fact is ignored for friends and