2 * fixed some problems with displaying game panel when quick-loading tape
5 * fixed (experimental only) redrawing of every tile per frame (even if
6 unneeded) for the extended (R'n'D based) EMC graphics engine
7 * added optimization to only calculate element count for panel display
8 if really needed (that is, if element count values defined on panel)
9 * fixed problem with special editor door redraw when entering main menu
12 * fixed bug with displaying background for title messages on info screen
13 * some code cleanup for the extended (R'n'D based) EMC graphics engine
16 * fixed bug with CE action "move player" always resulting in player 4
17 if there was a CE action with no trigger player (because the player
18 element was calculated by using log_2() from trigger player bits with
19 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
20 triggering player bit mask and handling all players in "move player"
21 * fixed bug when defined artwork cannot be found for artwork that has
22 default artwork cloned from other artwork (without default filename)
23 * added several fixes to the extended (R'n'D based) EMC graphics engine
26 * fixed broken editor copy and paste for custom elements between levels
29 * title messages are now also searched in graphics artwork directory;
30 those found in graphics directory have precendence over those found
31 in level directory -- this handles title messages stored in graphics
32 directories as part of the artwork set, just like title images; this
33 makes sense, as corresponding special font definitions for messages
34 are usually defined in the same graphics artwork directory, and also
35 because title images and title messages that are combined in a level
36 set introduction should usually not be separated when the level set
37 is used with a different artwork set (e.g. using "override graphics")
38 * fixed problem with door borders on main screen by first drawing doors
39 and then the corresponding border masks, but not vice versa
40 * fixed problem with artwork config entries using the value "[DEFAULT]";
41 this does not what one might expect, but sets the value to an invalid
42 value -- solution: simply ignore such entries, which results in this
43 value keeping its previous (real) default value (in general, entries
44 that should use their default value should just not be defined here)
45 * fixed problem with wrong fading area size from main menu to setup menu
48 * fixed problem with broken crumbled graphics after level set changes
49 when using R'n'D custom artwork with level sets using the EMC engine
52 * fixed invisible "joysticks deactivated ..." text on setup input screen
55 * added use of hashes created from static lists (element tokens, image
56 config, font tokens) to speed up lookup of configuration parameters
57 * fixed bug where element and graphic config token lookup was mixed up
60 * added "busy" animation when initializing program and loading artwork
61 * added initialization profiling for program startup (debugging only)
64 * fixed(?) very strange bug apparently triggered by memset() when code
65 was cross-compiled with MinGW cross-compiler for Windows XP platform
66 (this only happened when using SDL.dll also self-compiled with MinGW)
69 * added graphics engine directive "border.draw_masked_when_fading" that
70 enables/disables drawing of border mask over screen that is just faded
73 * fixed small problem with separate fading definition for game screen
76 * added additional configuration directives for setup screen draw offset
77 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
78 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
79 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
80 used to define draw offset on custom artwork selection screens and
81 "CHOOSE_OTHER" is used on all other list style selection screens, like
82 choosing game speed or screen mode for fullscreen mode)
83 * added additional configuration directives to define main menu buttons:
84 - menu.button_name and menu.button_name.active
85 - menu.button_levels and menu.button_levels.active
86 - menu.button_scores and menu.button_scores.active
87 - menu.button_editor and menu.button_editor.active
88 - menu.button_info and menu.button_info.active
89 - menu.button_game and menu.button_game.active
90 - menu.button_setup and menu.button_setup.active
91 - menu.button_quit and menu.button_quit.active
92 * added eight pure decoration graphic definitions for the game panel
95 * added support for accessing native Diamond Caves II level packages
96 * fixed displaying of game panel values for Emerald Mine game engine
97 * fixed displaying end-of-level time and score values on new game panel
100 * added game panel control to display arbitrary elements on game panel
101 * added game panel control to display custom element score (globally
102 unique for identical custom elements) either as value or as element
103 * added ".draw_masked" and ".draw_order" to game panel control drawing
106 * fixed some general bugs with handling of ".active" elements and fonts
109 * cleanup of game panel elements (some elements were not really needed)
110 * added displaying of gravity state (on/off) as new game panel control
111 * added animation for game panel elements (similar to game elements)
114 * added new pseudo game mode "PANEL" to define panel fonts and graphics
115 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
116 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
117 (else graphics would have to use ".PLAYING", which would be confusing)
118 * fixed bug when fading out to game screen with border mask defined
121 * added attribute ".tile_size" for element style game panel controls
124 * added <space> key as additional valid key to use for confirm requester
127 * improved menu fading, adding separate fading definitions for entering
128 and leaving a "content" screen (in general), and optional definitions
129 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
132 * added (currently invisible) setup option to define scroll delay value
133 * fixed small bug in priority handling when auto-detecting level start
134 position in levels without player element (but player from CE etc.)
135 * added option "game.forced_scroll_delay_value" to override user choice
136 of scroll delay value for certain level sets with "graphicsinfo.conf"
137 * replaced setup option "scroll delay: on/off" by new setup option that
138 directly allows selecting the desired scroll delay value from 0 to 8
141 * added displaying of most game panel control elements (not animated)
144 * added new configuration directives to display additional game engine
145 values on the game control panel, like the following examples:
146 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
147 - game.panel.penguins - number of penguins to rescue
148 - game.panel.level_name - level name of current level
151 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
154 * added new player option "no centering when relocating" for "invisible"
155 teleportations to level areas that look exactly the same, giving the
156 illusion that the player did not relocate at all (this was the default
157 since 3.2.3, but caused visual problems with room creation in "Zelda")
158 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
161 * improved menu fading, adding separate fading definitions for entering
162 and leaving a menu and for fading between menu and "content" screens
163 * fixed small bug with recognizing also ".font_xyz" style definitions
166 * improved menu fading, adding separate fading definitions for fading
167 between menu screens and fading between menu and "destination" screens
170 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
171 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
172 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
173 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
175 * improved title fading, allowing fading animation types "none", "fade"
176 and "crossfade" (including cross-fading of last title to main menu)
179 * added configurability of graphics, sounds and music for title screens,
180 which are separated into initial title screens (only shown once at
181 program startup) and title screens shown for a given level set; these
182 title screens can be composed of up to five title images and up to
183 five title text messages (each drawn using an optional background
184 image), also using background music and/or sounds; aspects like
185 background images, sounds and music of title screens can either be
186 defined generally (valid for all title screens) or specifically (and
187 therefore differently for each title screen) using these directives:
189 to define a background image, sound or music file for all screens:
190 - background.TITLE_INITIAL (for all title screens for game startup)
191 - background.TITLE (for all title screens for level sets)
193 to define a background image, sound or music file for a single screen:
194 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
195 - background.titlescreen_x (with x in 1,2,3,4,5)
196 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
197 - background.titlemessage_x (with x in 1,2,3,4,5)
199 to define the title screen images:
200 - titlescreen_initial_x (with x in 1,2,3,4,5)
201 - titlescreen_x (with x in 1,2,3,4,5)
203 to define the title text messages, place text files into the level set
204 directory that have the following file names:
205 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
206 - titlemessage_x.txt (with x in 1,2,3,4,5)
208 to define the properties of the text messages, either use directives
209 that affect all text messages:
210 - [titlemessage_initial].<suffix>
211 - [titlemessage].<suffix>
212 or use directives that affect single text messages:
213 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
214 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
216 valid values for <suffix> are the same as for readme.<suffix> below;
217 use ".sort_priority" (default: 0) to define an arbitrary order for
218 title images and title messages (which can therefore be mixed)
221 * added full configurability of "readme.txt" screen appearance:
222 - readme.x: <left position used with alignment>
223 - readme.y: <top position>
224 - readme.width: <maximim text width in pixels>
225 - readme.height: <maximum text height in pixels>
226 - readme.chars: <maximum number of chars per line>
227 - readme.lines: <maximum number of lines displayed>
228 - readme.align: left,center,right (default: center)
229 - readme.top: top,middle,bottom (default: top)
230 - readme.font: font name
231 - readme.autowrap: true,false (default: true)
232 - readme.centered: true,false (default: false)
233 - readme.parse_comments: true,false (default: true)
234 - readme.sort_priority: (not used here, but only for title screens)
235 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
236 default), they are automatically determined from "readme.width" and
237 "readme.height" accordingly; when they are not "-1", they have
238 precedence over "readme.width" and "readme.height"
239 * added internal ad-hoc config settings for displaying text files like
240 title messages or "readme.txt" style level set info files:
241 - .font: font name (default: readme.font)
242 - .autowrap: true,false (default: readme.autowrap)
243 - .centered: true,false (default: readme.centered)
244 - .parse_comments: true,false (default: readme.parse_comments)
245 (the leading '.' and the separating ':' are mandatory here); to use
246 these ad-hoc settings, they have to be written inside a comment, like
247 "# .autowrap: false" or "# .centered: true"; these settings then
248 override the above global settings (they can even be used more than
249 once, like "# .centered: true", then some text that should be drawn
250 centered, then "# .centered: false" to go back to non-centered text;
251 important note: after using "# .parse_comments: false", or when using
252 "readme.parse_comments: false", detecting and parsing comments inside
253 the file is disabled and comments are just printed like normal text;
254 also be aware that all automatic text size calculations are done with
255 the font defined in "readme.font", while using different fonts using
256 "# .font: <font>" inside the text file may cause unexpected results
259 * changed some numerical limits in the level editor from 255 to 999
262 * added option "system.sdl_videodriver" to select SDL video driver
263 * added output of SDL video and audio driver to "version info" page
266 * added group element drawing to IntelliDraw drawing functions
267 * fixed animation resetting problem again (last try broke Snake Bite)
268 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
271 * added new (special) "include: <filename>" directive that works in all
272 configuration files (like "graphicsinfo.conf") and that has the same
273 effect as if that directive would be replaced with the content of the
274 specified file (this can be useful to split large configuration files
275 into several smaller ones and include them from one main file, or to
276 store configuration settings that always stay the same into a separate
277 file, while including it and only add those parts that really change)
280 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
283 * fixed bug in "InitMovingField()" where treating an integer array as
284 boolean caused wrong resetting of animations while elements are moving
285 * fixed problem with resetting animations when starting element change
288 * added sort priority for order of title screens and title messages
291 * changed end of game again: do not wait for the user to press a key
292 anymore, but directly ask/confirm tape saving and go to hall of fame
293 * re-enabled quitting of lost game by pressing space or return again
294 * added blanking of mouse pointer when displaying title screens
295 * added remaining menu draw offset definitions for info sub-screens
298 * added setup option to select game speed (from very slow to very fast)
299 * improved handling of title text messages (initial and for level set)
302 * added new options "auto-wrap" and "centered" for DC2 style envelopes
305 * fixed displaying and typing of player name when it is centered
306 * added special characters to be allowed for player name (not only A-Z)
309 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
310 (newer versions of the SDL library seem to not like this anymore)
313 * added code for configuration directives for control of game panel
316 * fixed small cosmetical bug with underlining property tabs in editor
319 * fixed small drawing bug in X11FadeRectangle
320 * added new elements for newly supported Diamond Caves II levels:
321 - EM/DC style exits that disappear after passing
322 - white key and gate (one white key needed for each white gate)
323 - fake gate (there is no key to open/pass this kind of gate!)
324 - extended magic wall which also handles pearls and crystals
328 * changed maximum value for endless loop detection to a higher value
329 (some levels really used very deep recursion without being endless)
332 * added new elements for newly supported Diamond Caves II levels:
333 - growing steel walls
334 - snappable land mine
337 * added new elements for newly supported Diamond Caves II levels:
338 - steel text elements
341 * added level file loader for native Diamond Caves II levels
344 * version number set to 3.2.4
347 * version 3.2.3 released
350 * fixed malloc/free bug when updating EMC artwork entries in level list
351 * added workaround (warning and request to quit the current game) when
352 changing elements cause endless recursion loop (which would otherwise
353 freeze the game, causing a crash-like program exit on some systems)
356 * fixed nasty string overflow bug when entering too long envelope text
359 * added feedback sounds for menu navigation "menu.item.activating" and
360 "menu.item.selecting" (for highlighting and executing menu entries)
363 * improved "no scrolling when relocating" to also consider scroll delay
364 (meaning that the player is not automatically centered in this case;
365 this makes it possible to "invisibly" relocate the player to a region
366 of the level playfield which looks the same as the old level region)
367 * fixed bug with not recognizing "main.input.name.align" when active
370 * fixed bug with displaying masked borders over title screens when
371 screen fading is disabled
374 * fixed infinite loop / crash bug when killing the player while having
375 a CE with the setting "kill player X when explosion of <player X>"
376 * added special editor graphic for "char_space" to distinguish it from
377 "empty_space" when editing a level (in-game graphics still the same)
380 * fixed nasty bug with initialization only done for the first player
383 * small change to handle loading empty element/content list micro chunks
386 * uploaded pre-release (test) version 3.2.3-0 binary and source code
389 * some optimizations on startup speed by reducing initial text output
392 * added caching of custom artwork information for faster startup times
395 * fixed graphical bug when using fewer menu entries on level selection
396 screen than usual (with "menu.list_size.LEVELS" directive)
397 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
398 the backbuffer to the backbuffer by error (with identical rectangle)
401 * fixed bug when displaying titlescreen with size less than element tile
402 * fixed bug that caused elements with "change when digging <e>" event
403 to change for _every_ digged element, not only those specified in <e>
404 * fixed bug that caused impact style collision when dropping element one
405 tile over the player that can both fall down and smash players
406 * fixed bug that caused impact style collision when element changed to
407 falling/smashing element over the player immediately after movement
410 * fixed bug that allowed making engine snapshots from the level editor
413 * fixed bugs with player name and current level positions on main screen
416 * added configuration directives for control of title screens:
417 - "title.fade_delay" for fading time
418 - "title.post_delay" for pause between screens (when not crossfading)
419 - "title.auto_delay" to automatically continue after some time
420 these settings can each be overridden by specifying them with titles:
421 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
422 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
423 fading mode can also be specified:
424 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
425 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
426 default is using normal fading for menues and initial title screens,
427 while using cross-fading for level set title screens
428 * fixed bug with background not drawn in Hall of Fame after game was won
431 * added configuration directives for the remaining main menu items
434 * added additional configuration directives for info screen draw offset:
435 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
436 * added additional configuration directives for preview info text
437 * limited mouse wheel sensitive screen area to scrollable screen area
440 * added highlighted menu text entries to menu navigation when selected
443 * fixed bug that prevented player from correctly being created in the
444 top left corner by a custom element change in a level without player
445 * fixed bug that prevented player from being killed when indestructible,
446 non-walkable element is placed on player position by extended change
447 * added configurable menu button, text and input positions to main menu
450 * added page fading effects for remaining info sub-screens
451 * fixed small bug that caused some delays when answering door request
454 * added directives "border.draw_masked.*" for menu/playfield area and
455 door areas to display overlapping/masked borders from "global.border"
458 * fixed bug with CE with move speed "not moving" not being animated
459 * when changing player artwork by CE action, reset animation frame
462 * fixed bug with not unmapping main menu screen gadgets on other screens
463 * fixed bug with un-pausing a paused game by releasing still pressed key
464 * fixed bug with not redrawing screen when toggling to/from fullscreen
465 mode while fast reloading tape (without redrawing playfield contents)
466 * fixed bug with quick-saving tape snapshot despite answering with "no"
469 * version number set to 3.2.3
472 * version 3.2.2 released
475 * fixed bug with redrawing screen in fullscreen mode after quick tape
476 reloading when using the EMC game engine
477 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
480 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
483 * added engine snapshot functionality for instant tape reloading (this
484 only works for the last tape saved using "quick save", and does not
485 work across program restarts, because it completely works in memory)
488 * version number set to 3.2.2
491 * version 3.2.1 released
494 * fixed nasty bugs with handling error message file on Mac OS X systems
497 * general code cleanup (removing many annoying "#if 0" blocks etc.)
500 * fixed bug that caused broken tapes when manually appending to tapes
501 using the "pause before death" functionality, followed by recording
502 * added setup option to disable fading of screens for faster testing
505 * code cleanup of new fading functions
508 * changed behaviour after solved game -- do not immediately stop engine
509 * added some more smooth screen fadings (game start, hall of fame etc.)
512 * fixed bug with displaying pushed CE with value/score/delay anim_mode
515 * added configurable level preview position, tile size and dimensions
516 * added configurable game panel value positions (gems, time, score etc.)
519 * fixed small bug with time displayed incorrectly when collecting CEs
522 * fixed bug with bumpy scrolling with EM engine in double player mode
525 * added compatibility code to fix "Snake Bite" style levels that were
526 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
529 * fixed bug with scrollbars inside editor when using the Windows mouse
530 enhancement tool "True X-Mouse" (which injects key events to the event
531 queue to insert selected stuff into the Windows clipboard, which gets
532 confused with the "Insert" key for jumping to the last editor cascade
533 block in the element list)
534 * added Rocks'n'Diamonds icon for use as window icon to SDL version
535 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
538 * added selection of preferred fullscreen mode to setup / graphics menu
539 (useful if default mode 800 x 600 does not match screen aspect ratio)
542 * improved down-scaling of images for better editor and preview graphics
543 * changed user data directory for Mac OS X from Unix style to new place
546 * improved level number selection in main menu and player selection in
547 setup menu (input devices section) by using standard button gadgets
548 * added support for mouse scroll wheel (caused buggy behaviour before)
549 * added support for scrolling horizontal scrollbars with mouse wheel by
550 holding "Shift" key pressed while scrolling the wheel
551 * added support for single step mouse wheel scrolling by holding "Alt"
552 key pressed while scrolling the wheel (can be combined with "Shift")
553 * changed output file "stderr.txt" on Windows platform now always to be
554 created in the R'n'D sub-directory of the personal documents directory
555 * added Windows message box to direct to "stderr.txt" after error aborts
558 * improved general scrollbar handling (when jump-scrolling scrollbars)
561 * changed scrollbars to always show last line as first after scrolling
562 (that means jumping n - 1 screen lines instead of n screen lines)
565 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
566 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
567 * fixed special handling of vertically stacked acid becoming fake acid
570 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
571 affect multiple instances of the same CE, although this kind of
572 change condition usually only affects one single custom element
575 * version number set to 3.2.1
578 * version 3.2.0 released
581 * reorganized level editor element list a bit to match engines better
584 * fixed newly introduced bug with wrongly initializing clipboard element
587 * fixed bug with displaying visible/invisible level border in editor
590 * reorganized some elements in the level editor element list
593 * fixed bug with displaying any player as "yellow" when moving into acid
594 * fixed bug with displaying running player when player stopped at border
597 * fixed bug with player exploding when moving into acid
598 * fixed bug with level settings being reset in editor and when playing
599 (some compatibility settings being set not only after level loading)
600 * fixed crash bug when number of custom graphic frames was set to zero
601 * fixed bug with teleporting player on walkable tile not working anymore
602 * added partial compatibility support for pre-release-only "CONF" chunk
603 (to make Alan Bond's "color cycle" demo work again :-) )
606 * fixed some bugs when displaying title screens from info screen menu
607 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
610 * changed file major version to 3 to reflect level file format changes
611 * uploaded pre-release (test) version 3.2.0-8 binary and source code
614 * added new chunk "NAME" to level file format for level name settings
615 * added new chunk "NOTE" to level file format for envelope settings
616 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
617 * updated magic(5) file to recognize changed and new level file chunks
618 * removed change events "change when CE value/score changes" as unneeded
621 * changed gravity (which only affects the player) from level property
622 to player property (only makes a difference in multi-player levels)
623 * added change events "change when CE value/score changes"
624 * added change events "change when CE value/score changes of <element>"
627 * added new chunk "INFO" to level file format for global level settings
628 * added all element settings from "HEAD" chunk to "CONF" chunk
629 * added all global level settings from "HEAD" chunk to "INFO" chunk
632 * changed level file format by adding two new chunks "CUSX" (for custom
633 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
634 elements, replacing the previous "GRP1" chunk); these new IFF style
635 chunks use the new and flexible "micro chunks inside chunks" technique
636 already used with the new "CONF" chunk (for normal element properties)
637 which makes it possible to easily extend the existing level format
638 (instead of using fixed-length chunks like before, which are either
639 too big due to reserved bytes for future use, or too small when those
640 reserved bytes have all been used and even more data should be stored,
641 requiring the replacement by new and larger chunks just like it went
642 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
645 * added credits pages to the "credits" section that were really missing
646 * added some missing element descriptions to the level editor
647 * added down position of switchgate switch to the level editor
648 and allowed the use of both switch positions at the same time
649 * changed use of "Insert" and "Delete" keys to navigate element list in
650 level editor to start of previous or next cascading block of elements
653 * added the possibility to view the title screen to the info screen menu
654 * fixed some minor bugs with viewing title screens
657 * fixed bug with title (cross)fading in/out when using fullscreen mode
660 * fixed bug that forced re-defining of menu settings in local graphics
661 config file which are already defined in existing base config file
662 * fixed small bug that caused door sounds playing when music is enabled
665 * added the possibility to define up to five title screens for each
666 level set that are displayed after loading using (cross)fading in/out
667 (this was added to display the various start images of the EMC sets)
670 * added "CE score gets zero [of]" to custom element trigger conditions
671 * added setup option to display element token name in level editor
674 * added compatibility code for Juergen Bonhagen's menu artwork settings
677 * fixed bug with displaying wrong animation frame 0 after CE changes
678 * fixed bug with creating invisible elements when light switch is on
681 * added selection between ECS and AGA graphics for EMC levels to setup
684 * adjusted font handling for various narrow EMC style fonts
687 * changed EM engine behaviour back to re-allow initial rolling springs
690 * fixed handling of over-large selectboxes (less error-prone now)
691 * fixed bug when creating GE with walkable element under the player
694 * added use of "Insert" and "Delete" keys to navigate element list in
695 level editor to start of custom elements or start of group elements
696 * added virtual elements to access CE value and CE score of elements:
697 - "CE value of triggering element"
698 - "CE score of triggering element"
699 - "CE value of current element"
700 - "CE score of current element"
703 * fixed "grass" to "sand" in older EM levels (up to file version V4)
706 * changed behaviour of network games with internal errors (because of
707 different client frame counters) from immediately terminating R'n'D
708 to displaying an error message requester and stopping only the game
709 (also to prevent impression of crashes under non command-line runs)
710 * fixed playing network games with the EMC engine (did not work before)
711 * fixed bug with not scrolling the screen in multi-player mode with the
712 focus on player 1 when all players are moving in different directions
713 * fixed bug with keeping pointer to gadget even after its deallocation
714 * fixed bug with allowing "focus on all players" in network games
715 * fixed bug with player focus when playing tapes from network games
718 * uploaded pre-release (test) version 3.2.0-7 binary and source code
721 * code cleanup for game action control for R'n'D and EMC game engine
724 * fixed bug in multi-player movement with focus on both players
725 * added option to control only the focussed player with all input
728 * added player focus switching to level tape recording and re-playing
731 * fixed some bugs in player focus switching in EMC and RND game engine
734 * added special Supaplex animations for Murphy digging and snapping
735 * added special Supaplex animations for Murphy being bored and sleeping
738 * added four new yam yams with explicit start direction for EMC engine
739 * fixed bug in src/libgame/text.c with printing text outside the window
742 * fixed small bug in EMC level loader (copyright sign in EM II levels)
745 * added delayed ignition of EM style dynamite when used in R'n'D engine
746 * added limited movement range to EMC engine when focus on all players
749 * fixed bug with missing (zero) score values for native Supaplex levels
752 * added "continuous snapping" (snapping many elements while holding the
753 snap key pressed, without releasing the snap key after each element)
754 as a new player setting for more compatibility with the classic games
757 * finished scrolling for "focus on all players" in EMC graphics engine
760 * level sets with "levels: 0" are ignored for levels, but not artwork
761 * fixed bug when scanning empty level group directories (endless loop)
764 * fixed bug with explosion graphic for player using "Murphy" graphic
765 * fixed bug with explosion graphic if player leaves explosion in time
766 * changed some descriptive text in setup menu to use medium-width font
767 * added key shortcut settings for switching player focus to setup menu
770 * fixed bug with random value initialization when recording tapes
771 * fixed bug with playing single player tapes when team mode activated
774 * fixed little bug when trying to switch to player that does not exist
777 * added player switching (visual and quick) to R'n'D and EM game engine
778 * added setup option to select visual or quick in-game player switching
781 * added use of "Home" and "End" keys to handle element list in editor
784 * fixed bug with adding score when playing tape with EMC game engine
785 * added steel wall border for levels using EMC engine without border
786 * finally fixed delayed scrolling in EMC engine also for small levels
789 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
792 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
793 * fixed bug when displaying info element without action, but direction
796 * fixed minor graphical problems with springs smashing and slurping
797 (when using R'n'D style graphics instead of EMC style graphics)
800 * added scroll delay (as configured in setup) to EMC graphics engine
803 * improved screen redraw for EMC graphics engine (faster and smoother)
804 * when not scrolling, do not redraw the whole playfield if not needed
807 * added multi-player mode for EMC game engine (with up to four players)
810 * added android (can clone elements) from EMC engine to R'n'D engine
813 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
816 * added selectbox for initial player speed to player settings in editor
819 * version 3.1.2 created that is basically version 3.1.1, but with a
820 major bug fixed that prevented editing your own private levels
821 * version 3.1.2 released
824 * added magic ball (creates elements) from EMC engine to R'n'D engine
827 * uploaded fixed pre-release version 3.2.0-6 binary and source code
830 * fixed bug when using "CE can leave behind <trigger element>"
831 * added new change condition "(after/when) creation of <element>"
832 * added new change condition "(after/when) digging <element>"
833 * fixed bug accessing invalid gadget that caused crashes under Windows
834 * deactivated new possibility for multiple CE changes per frame
837 * uploaded pre-release (test) version 3.2.0-6 binary and source code
840 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
841 * fixed bug with not keeping CE value for moving CEs with only action
842 * changed CE action selectboxes in editor to be only reset when needed
845 * added option "use artwork from element" for custom player artwork
846 * added option "use explosion from element" for player explosions
849 * added cascaded element lists in the level editor
850 * added persistence for cascaded element lists by "editorcascade.conf"
851 * added dynamic element list with all elements used in current level
852 * added possibility for multiple CE changes per frame (experimental)
855 * uploaded pre-release (test) version 3.2.0-5 binary and source code
858 * changed "score for each 10 seconds/steps left" to "1 second/step"
859 * added own score for collecting "extra time" instead of sharing it
860 * added change events "switched by player" and "player switches <e>"
861 * added change events "snapped by player" and "player snaps <e>"
862 * added "set player artwork: <element choice>" to CE action options
863 * added change event "move of <element>"
866 * added "set player shield: off / normal / deadly" to CE action options
867 * added new player option "use level start element" in level editor
868 to set the correct focus at level start to elements from which the
869 player is created later (this did not work before for cascaded CE
870 changes resulting in creation of the player; it is now also possible
871 to create the player from a yam yam which is smashed at level start)
874 * added "set player speed: frozen (not moving)" to CE action options
875 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
878 * added new player option "block snap field" (enabled by default) to
879 make it possible to show a snapping animation like in Emerald Mine
882 * added dynamic selectboxes to custom element action settings in editor
883 * added "CE value" counter for custom elements (instead of "CE count")
884 * added option to use the last "CE value" after custom element change
885 * added option to use the "CE value" of other elements in CE actions
886 * fixed odd behaviour when pressing time orb in levels w/o time limit
887 * added checkbox "use time orb bug" for older levels that use this bug
890 * added missing configuration settings for the following elements:
891 - EL_TIMEGATE_SWITCH (time of open time gate)
892 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
893 - EL_SHIELD_NORMAL (time of shield duration)
894 - EL_SHIELD_DEADLY (time of shield duration)
895 - EL_EXTRA_TIME (time added to level time)
896 - EL_TIME_ORB_FULL (time added to level time)
899 * added "wind direction" as a movement pattern for custom elements
900 * added initial wind direction for balloon / custom elements to editor
901 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
904 * added parameters for "game of life" and "biomaze" elements to editor
907 * added level file chunk "CONF" for generic level and element settings
910 * uploaded pre-release (test) version 3.2.0-4 binary and source code
913 * skip empty level sets (with "levels: 0"; may be artwork base sets)
914 * added sound action ".page[1]" to ".page[32]" for each CE change page
917 * added image config suffix ".clone_from" to copy whole image settings
918 * fixed bug with invalid ("undefined") CE settings in old level files
921 * fixed graphical bug with smashing elements falling faster than player
924 * fixed major bug which prevented private levels from being edited
925 * fixed bug with precedence of general and special font definitions
928 * fixed graphical bug with player animation when player moves slowly
931 * uploaded pre-release (test) version 3.2.0-3 binary and source code
934 * fixed bug which prevented "global.num_toons: 0" from working
937 * major code cleanup (removed all these annoying "#if 0" blocks)
940 * added custom element actions for CE change page in level editor
943 * fixed music initialization bug in init.c (thanks to David Binderman)
944 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
945 (this bug must probably be fixed at other places, too)
948 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
949 (should be '#include <SDL.h>' instead)
952 * fixed bug which prevented "walkable from no direction" from working
953 (due to compatibility code overwriting this setting after loading)
956 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
959 * version number temporarily set to 3.1.1 (intermediate bugfix release)
960 * version 3.1.1 released
963 * changed some va_arg() arguments from 'long' to 'int', fixing problems
964 on 64-bit architecture systems with LP64 data model
967 * fixed bug with bombs not exploding when hitting the last level line
968 (introduced after the release of 3.1.0)
971 * added support for dumping small-sized level sketches from editor
974 * added recognition of "trigger element" for "change digged element to"
975 (this is not really what the "trigger element" was made for, but its
976 use may seem obvious for leaving back digged elements unchanged)
979 * fixed multiple warnings about failed joystick device initialization
982 * fixed bug with dynamite dropped on top of just dropped custom element
983 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
984 dynamite can still be dropped, but drop key must be released before
987 * fixed bug with wrong start directory when started from file browser
988 (due to this bug, R'n'D could not be started from KDE's Konqueror)
991 * fixed bug causing "change when impact" on player not working
992 * fixed wrong priority of "hitting something" over "hitting <element>"
993 * fixed wrong priority of "hit by something" over "hit by <element>"
996 * fixed graphical bug which caused the player (being Murphy) to show
997 collecting animations although the element was collected by penguin
1000 * fixed two bugs causing wrong door background graphics in system.c
1001 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1004 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1005 * added "no direction" to "walkable/passable from" selectbox options
1008 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1009 * in tape autoplay, not only report broken, but also missing tapes
1012 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1015 * fixed small bug with "linear" animation not working for active lamp
1018 * fixed bug with moving up despite gravity due to "block last field"
1019 * fixed small bug with wrong draw offset when typing name in main menu
1020 * when reading user names from "passwd", ignore data after first comma
1021 * when creating new "levelinfo.conf", only write some selected entries
1024 * fixed displaying "imported from/by" on preview with empty string
1025 * fixed ignoring draw offset for fonts used for level preview texts
1028 * fixed a delay problem with SDL and too many mouse motion events
1029 * added setup option "skip levels" and level skipping functionality
1032 * added move speed "not moving" for non-moving CEs, but with direction
1035 * fixed mapping of obsolete element token names in "editorsetup.conf"
1036 * fixed bug with sound "acid.splashing" treated as a loop sound
1037 * fixed some little sound bugs in native EM engine
1040 * fixed small bug when dragging scrollbars to end positions
1043 * added editor element descriptions written by Aaron Davidson
1046 * improved fallback handling when configured artwork is not available
1047 (now using default artwork instead of exiting when files not found)
1050 * fixed bug on level selection screen when dragging scrollbar
1053 * fixed bug which caused broken tapes when appending to EM engine tapes
1056 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1059 * added code to replace changed artwork config tokens with other tokens
1060 (needed for backwards compatibility, so that older tokens still work)
1063 * added native R'n'D graphics for some new EMC elements in EM engine
1066 * fixed some bugs in the EM engine integration code
1067 * changed EM engine code to allow diagonal movement
1068 * changed EM engine code to allow use of separate snap and drop keys
1071 * fixed some redraw bugs when using EM engine
1074 * fixed bug with not converting RND levels which are set to use native
1075 engine to native level structure when loading
1078 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1081 * version number set to 3.2.0
1084 * level data now reset to defaults after attempt to load invalid file
1087 * added use of "editorsetup.conf" for different level sets
1090 * added auto-detection for various types of Emerald Mine level files
1093 * fixed bug with scrollbars getting too small when list is very large
1096 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1099 * added most level editor configuration gadgets for new EMC elements
1102 * added more element and graphic definitions for new EMC elements
1105 * modified native EM engine to use integrated R'n'D sound system
1108 * added SDL support to graphics functions in native EM engine
1109 (by always using generic libgame interface functions)
1112 * fixed bug in frame synchronization in native EM engine
1115 * added code to convert levels between R'n'D and native EM engine
1118 * new Emerald Mine engine can now play levels selected in main menu
1121 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1122 (which creates scaled down graphics for level editor and preview);
1123 there's still a memory leak somewhere in the artwork handling code
1124 * added "scale image up" functionality to X11 version of zoom function
1127 * first attempts to integrate new, native Emerald Mine Club engine
1130 * fixed bug in gadget code which caused reset of CEs in level editor
1131 (example: pressing 'b' [grab brush] on CE config page erased values)
1132 (solution: check if gadgets in ClickOnGadget() are really mapped)
1133 * improved level change detection in editor (settings now also checked)
1134 * fixed bug with "can move into acid" and "don't collide with" state
1137 * fixed maze runner style CEs to use the configured move delay value
1140 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1143 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1144 * fixed the above fix because it broke level set "machine" (*sigh*)
1145 * fixed random element placement in level editor to work as expected
1146 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1149 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1152 * fixed bug (missing array boundary check) which caused broken tapes
1153 * fixed bug (when loading level template) which caused broken levels
1154 * fixed bug with new block last field code when using non-yellow player
1157 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1158 * internal change of how the player blocks the last field when moving
1159 * fixed blocking delay of last field for EM and SP style block delay
1160 * fixed bug where the player had to wait for the usual move delay after
1161 unsuccessfully trying to move, when he directly could move after that
1162 * the last two changes should make original Supaplex level 93 solvable
1163 * improved use of random number generator to make it less predictable
1164 * fixed behaviour of slippery SP elements to let slip left, then right
1167 * fixed bug with wrong door state after trying to quickload empty tape
1168 * fixed waste of static memory usage of the binary, making it smaller
1169 * fixed very little graphical bug in Supaplex explosion
1172 * version number set to 3.1.1
1175 * version 3.1.0 released
1178 * fixed bug with crash when writing user levelinfo.conf the first time
1181 * added option "convert LEVELDIR [NR]" to command line batch commands
1182 * re-converted Supaplex levels to apply latest engine fixes
1183 * changed "use graphic/sound of element" to "use graphic of element"
1184 due to compatibility problems with some levels ("bug machine" etc.)
1187 * fixed bug with CE change replacing player with same or other player
1190 * fixed bug with opaque font in envelope with background graphic when
1191 background graphic is not transparent itself
1194 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1195 * corrected original Supaplex level loading code to use these new ports
1196 * also corrected Supaplex loader to auto-count infotrons if set to zero
1199 * fixed bug with missing initialization of "modified" flag for GEs
1202 * fixed bug that caused endless recursion loop when relocating player
1203 * fixed tape recorder bug in "step mode" when using "pause before end"
1204 * fixed tape recorder bug when changing from "warp forward" mode
1207 * fixed bug with "when touching" for pushed elements at last position
1210 * fixed bug that caused two activated toolbox buttons in level editor
1211 * fixed bug with exploding dynabomb under player due to other explosion
1214 * fixed bug with creating walkable custom element under player (again)
1215 * fixed bug with not copying explosion type when copying CEs in editor
1216 * fixed graphical bug when drawing player in setup menu (input devices)
1217 * fixed graphical bug when the player is pushing an accessible element
1218 * fixed bug with classic switchable elements triggering CE changes
1219 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1220 * fixed crash bug when CE leaves behind the trigger player element
1223 * fixed bug with broken tubes after placing/exploding dynamite in them
1224 * fixed bug with exploding dynamite under player due to other explosion
1225 * fixed bug with not resetting push delay under certain circumstances
1228 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1229 * added network multiplayer code for Windows (thanks to Niko Böhm)
1232 * added option "reachable despite gravity" for gravity movement
1233 * changed gravity movement of most classic walkable and passable
1234 elements back to "not reachable" (for compatibility reasons)
1237 * fixed (removed) "indestructible" / "can explode" dependency in editor
1238 * fixed (removed) "accessible inside" / "protected" dependency
1239 * fixed (removed) "step mode" / "shield time" dependency
1242 * fixed dynabombs exploding now into anything diggable
1243 * fixed Supaplex style gravity movement into buggy base now impossible
1244 * added pressing key "space" as valid action to select menu options
1247 * added "replace when walkable" to relocate player to walkable element
1248 * added "enter"/"leave" event for elements affected by relocation
1249 * fixed "direct"/"indirect" change order also for "when change" event
1250 * fixed graphical bug when pushing things from elements walkable inside
1253 * fixed graphic bug when player is snapping while moving in old levels
1254 * fixed bug when a moving custom element leaves a player element behind
1255 * fixed bug with mole not disappearing when moving into acid pool
1256 * fixed bug with incomplete path setting when using "--basepath" option
1257 * moving CE can now leave walkable elements behind under the player
1258 * when relocating, player can be set on walkable element now
1259 * fixed another gravity movement bug
1262 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1265 * added "collectible" and "removable" to extended replacement types
1266 (where "removable" replaces "diggable" and "collectible" elements)
1267 * added "collectible & throwable" (to throw element to the next field)
1268 * fixed bug with CEs digging elements that are just about to explode
1269 * changed mouse cursor now always being visible when game is paused
1272 * added possibility to push/press accessible elements from a side that
1274 * fixed bug with not setting actual date when appending to tape
1277 * fixed bug with incorrectly initialized custom element editor graphics
1280 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1281 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1284 * fixed bug with destroyed robot wheel still attracting robots forever
1285 * fixed bug with time gate switch deactivating after robot wheel time
1286 (while the time gate itself is not affected by this misbehaviour)
1287 * changed behaviour of BD style amoeba to always get blocked by player
1288 (before it was different when there were non-BD elements in level)
1289 * fixed bug with player destroying indestructable elements with shield
1292 * added option to make growing elements grow into anything diggable
1293 (for the various amoeba types, biomaze and "game of life")
1296 * fixed bug with movable elements not moving after left behind by CEs
1297 * changed gravity movement to anything diggable, not only sand/base
1298 * optionally allowing passing to walkable element, not only empty space
1299 * added option "can pass to walkable element" for players
1300 * finally fixed gravity movement (hopefully)
1303 * fixed bug with movable elements not moving anymore after falling down
1306 * fixed another bug with custom elements digging and leaving elements
1307 * fixed bug with "along left/right side" and automatic start direction
1308 * trigger elements now also displayed when "more custom" deactivated
1309 * fixed bug with clipboard element initialized when loading new level
1310 * added option "drop delay" to set delay before dropping next element
1313 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1316 * added copy and paste functions for custom change pages
1317 * enhanced graphical display and functionality of tape recorder
1318 * fixed bug with custom elements digging and leaving elements
1321 * added move speed faster than "very fast" for custom elements
1322 * fixed bug with 3+3 style explosions and missing border content
1323 * fixed little bug when copying custom elements in the editor
1324 * enhanced custom element changes by more side trigger actions
1327 * added option "no scrolling when relocating" for instant teleporting
1328 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1331 * added trigger element and trigger player to use as target elements
1332 * added copy and paste functions for custom and group elements
1335 * fixed graphical bug when displaying explosion animations
1336 * fixed bug when appending to tapes, resulting in broken tapes
1337 * re-recorded a few tapes broken by fixing gravity checking bug
1340 * "can move into acid" property now for all elements independently
1341 * "can fall into acid" property for player stored in same bitfield now
1342 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1343 * version number set to 3.1.0 (finally!)
1346 * changed tape recording to only record input, not programmed actions
1349 * fixed totally broken (every 8th frame skipped) step-by-step recording
1350 * fixed bug with requester not displayed when quick-loading interrupted
1351 * added option "can fall into acid (with gravity)" for players
1352 * fixed bug with player not falling when snapping down with gravity
1355 * fixed bug which messed up key config when using keypad number keys
1358 * fixed bug which allowed moving upwards even when gravity was active
1359 * fixed bug with missing error handling when dumping levels or tapes
1362 * added different colored editor graphics for Supaplex gravity tubes
1365 * fixed bug that allowed solvable tapes for unsolvable levels
1368 * use unlimited number of droppable elements when "count" set to zero
1369 * added option to use step limit instead of time limit for level
1372 * added player and change page as trigger for custom element change
1375 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1378 * fixed bug with dark yamyam changing to acid when moving over acid
1379 * fixed handling of levels with more than 999 seconds level time
1380 (example: level 76 of "Denmine")
1383 * "spring push bug" reintroduced as configurable element property
1384 * fixed bug with missing properties for "mole"
1385 * fixed bug that showed up when fixing the above "mole" properties bug
1386 * added option "can move into acid" for all movable elements
1387 * fixed graphical bug for elements moving into acid
1388 * changed event handling to handle all pending events before going on
1391 * fixed bug which caused all CE change pages to be ignored which had
1392 the same change event, but used a different element side
1393 (reported by Simon Forsberg)
1395 * fixed bug which caused elements that can move and fall and that are
1396 transported by a conveyor belt to continue moving into that direction
1397 after leaving the conveyor belt, regardless of their own movement
1398 type; only elements which can not move are transported now
1399 (reported by Simon Forsberg)
1401 * fixed bug which could cause an array overflow in RelocatePlayer()
1402 (reported by Niko Böhm)
1404 * changed Emerald Mine style "passable / over" elements to "protected"
1405 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1407 * added new option to select from which side a "walkable/passable"
1408 element can be entered
1411 * added explosion and ignition delay for elements that can explode
1414 * fixed bug which caused player not being protected against enemies
1415 when a CE was "walkable / inside" and was not "indestructible"
1416 * added "walkable/passable" fields to be "protected/unprotected"
1417 against enemies, even if not accessible "inside" but "over/under"
1420 * corrected move pattern to 32 bit and initial move direction to 8 bit
1423 * added second custom element base configuration page
1426 * added some special EMC mappings to Emerald Mine level loader
1427 (also covering previously unknown element in level 0 of "Bondmine 8")
1430 * added option to block last field when player is moving (for Supaplex)
1431 * adjusted push delay of Supaplex elements
1432 * removed delays for envelopes etc. when replaying with maximum speed
1433 * fixed bug when dropping element on a field that just changed to empty
1436 * fixed bug: infotrons can now smash yellow disks
1437 * fixed bug: when gravity active, port above player can now be entered
1438 * removed "one white dot" mouse pointer which irritated some people
1441 * added "choice type" for group element selection
1444 * fixed bug with initial invulnerability of non-yellow player
1447 * added level loader for loading native Supaplex packed levels
1448 (including multi-part levels like the "splvls99" levels)
1451 * fixed bug which allowed creating emeralds by escaping explosions
1454 * custom elements can change (limited) or leave (unlimited) elements
1455 * finally added multiple matches using group elements
1456 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1459 * added new start movement type "previous" for continued CE movement
1460 * added new start movement type "random" for random CE movement start
1463 * added new element "sokoban_field_player" needed for Sokoban levels
1464 (thanks to Ed Booker for pointing this out!)
1467 * added elements that can be digged or left behind by custom elements
1470 * added group elements for multiple matches and random element creation
1473 * fixed some graphical errors displayed in old levels
1476 * fixed wrong double speed movement after passing closing gates
1479 * added level loader for loading native Emerald Mine levels
1482 * changes for "shooting" style CE movement
1485 * Happy New Year! ;-)
1488 * changed default snap/drop keys from left/right Shift to Control keys
1491 * fixed bug with dead player getting reanimated from custom element
1494 * fixed bug with wrong penguin graphics (when entering exit)
1497 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1500 * version number set to 3.0.9
1503 * version 3.0.8 released
1506 * added function checked_free()
1509 * fixed bug with double nut cracking sound
1510 (by eliminating "default element action sound" assignment in init.c)
1513 * fixed crash when no music info files are available
1516 * fixed boring and sleeping sounds
1519 * added "maze runner" and "maze hunter" movement types
1520 * added extended collision conditions for custom elements
1523 * added warnings for undefined token values in artwork config files
1526 * added menu entry for level set information to the info screen
1529 * fixed bug with wrong default impact sound for colored emeralds
1532 * added several sub-screens for the info screen
1533 * menu text now also clickable (not only blue/red sphere left of it)
1536 * added configurable "bored" and "sleeping" animations for the player
1537 * added "awakening" sound for player when waking up after sleeping
1540 * added "copy" and "exchange" functions for custom elements to editor
1543 * added configurable element animations for info screen
1546 * added configurable music credits for info screen
1549 * finally fixed tape recording when player is created from CE change
1552 * added "editorsetup.conf" for editor element list configuration
1555 * added "musicinfo.conf" for menu and level music configuration
1558 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1559 (that only showed up on Linux, but not on Windows systems)
1562 * fixed turning movement of butterflies and fireflies (no frame reset)
1563 * enhanced sniksnak turning movement (two steps instead of only one)
1566 * version number set to 3.0.8
1569 * version 3.0.7 released
1572 * fixed reset of player animation frame when, for example,
1573 walking, digging or collecting share the same animation
1574 * fixed CE with "deadly when touching" exploding when touching amoeba
1577 * fixed tape recording when player is created from CE element change
1580 * introduced "turning..." action graphic for elements with move delay
1581 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1582 * added turning animations for bug, spaceship and sniksnak
1585 * prevent "extended" changed elements from delay change in same frame
1588 * fixed bug when pushing element that can move away to the side
1589 (like pushing falling elements, but now with moving elements)
1592 * finally fixed serious bug in code for delayed element pushing (again)
1595 * unavailable setup options now marked as "n/a" instead of "off"
1596 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1597 to "true", levels are always played with the latest game engine,
1598 which is desired for levels that are imported from other games; all
1599 other levels are played with the engine version stored in level file
1600 (which is normally the engine version the level was created with)
1603 * fixed serious bug in code for delayed element pushing
1604 * fixed little bug in animation frame selection for pushed elements
1605 * speed-up of reading config file for verbose output
1608 * added configuration option for opening and closing Supaplex exit
1609 * added configuration option for moving up/down animation for Murphy
1610 * fixed incorrectly displayed animation for attacking dragon
1611 * fixed bug with not setting initial gravity for each new game
1612 * fixed bug with teleportation of player by custom element change
1613 * fixed bug with player not getting smashed by rock sometimes
1616 * version number set to 3.0.7
1619 * version 3.0.6 released
1622 * added support for MP3 music for SDL version through SMPEG library
1625 * fixed bug when initializing font graphic structure
1626 * fixed bug with animation mode "pingpong" when using only 1 frame
1627 * fixed bug with extended change target introduced in 3.0.5
1628 * fixed bug where passing over moving element doubles player speed
1629 * fixed bug with elements continuing to move into push direction
1630 * fixed bug with duplicated player when dropping bomb with shield on
1631 * added "switching" event for custom elements ("pressing" only once)
1632 * fixed switching bug (resetting flag when not switching but not idle)
1635 * fixed element tokens for certain file elements with ".active" etc.
1638 * version number set to 3.0.6
1641 * version 3.0.5 released
1644 * now four envelope elements available
1645 * font, background, animation and sound for envelope now configurable
1646 * main menu doors opening/closing animation type now configurable
1649 * active/inactive sides configurable for custom element changes
1650 * new movement type "move when pushed" available for custom elements
1653 * fixed bug in multiple config pages loader code that caused crashes
1656 * enhanced (remaining low-resolution) Supaplex graphics
1659 * version number set to 3.0.5
1662 * version 3.0.4 released
1664 2003-09-12 src/tools.c
1665 * fixed bug in custom definition of crumbled element graphics
1667 2003-09-11 src/files.c
1668 * fixed bug in multiple config pages code that caused crashes
1671 * version number set to 3.0.4
1674 * version 3.0.3 released
1677 * added music to Supaplex classic level set
1679 2003-09-07 src/libgame/misc.c
1680 * added support for loading various music formats through SDL_mixer
1682 2003-09-06 (various source files)
1683 * fixed several nasty bugs that may have caused crashes on some systems
1684 * added envelope content which gets displayed when collecting envelope
1685 * added multiple change event pages for custom elements
1687 2003-08-24 src/game.c
1688 * fixed problem with player animation when snapping and moving
1690 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1691 * fixed problem with flickering when drawing toon animations
1693 2003-08-23 src/libgame/sdl.c
1694 * fixed problem with setting mouse cursor in SDL version in fullscreen
1696 2003-08-23 src/game.c
1697 * fixed bug (missing array boundary check) which could crash the game
1700 * version number set to 3.0.3
1703 * version 3.0.2 released
1705 2003-08-21 src/game.c
1706 * fixed bug with creating inaccessible elements at player position
1708 2003-08-20 src/init.c
1709 * fixed bug with not finding current level artwork directory
1711 2003-08-20 src/files.c
1712 * fixed bug with choosing wrong engine version when playing tapes
1713 * fixed bug with messing up custom element properties in 3.0.0 levels
1716 * version number set to 3.0.2
1719 * version 3.0.1 released
1721 2003-08-17 (no source files affected)
1722 * changed all "classic" PCX image files with 16 colors or less to
1723 256 color (8 bit) storage format, because the Allegro game library
1724 cannot handle PCX files with less than 256 colors (contributed
1725 graphics are not affected and might look wrong in the DOS version)
1727 2003-08-16 src/init.c
1728 * fixed bug which (for example) crashed the level editor when defining
1729 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1730 (only set to default) -- invalid graphics now set to default graphic
1732 2003-08-16 src/init.c
1733 * fixed graphical bug of player digging/collecting/snapping element
1734 when no corresponding graphic/animation is defined for this action,
1735 resulting in player being drawn as EL_EMPTY (which should only be
1736 done to elements being collected, but not to the player)
1738 2003-08-16 src/game.c
1739 * fixed small graphical bug of player not totally moving into exit
1741 2003-08-16 src/libgame/setup.c
1742 * fixed bug with wrong MS-DOS 8.3 filename conversion
1744 2003-08-16 src/tools.c
1745 * fixed bug with invisible mouse cursor when pressing ESC while playing
1747 2003-08-16 (various source files)
1748 * added another 128 custom elements (disabled in editor by default)
1750 2003-08-16 src/editor.c
1751 * fixed NULL string bug causing Solaris to crash in sprintf()
1753 2003-08-16 src/screen.c
1754 * fixed drawing over scrollbar on level selection with custom fonts
1756 2003-08-15 src/game.c
1757 * cleanup of simple sounds / loop sounds / music settings
1759 2003-08-08 (various source files)
1760 * added custom element property for dropping collected elements
1762 2003-08-08 src/conf_gfx.c
1763 * fixed bug with missing graphic for active red disk bomb
1765 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1766 * extended variable "level.gravity" to "level.initial_gravity" and
1767 "game.current_gravity" to prevent level setting from being changed
1768 by playing the level (keeping the runtime value after playing)
1770 * fixed graphics bug when digging element that has 'crumbled' graphic
1771 definition, but not 'diggable' graphic definition
1774 * version number set to 3.0.1
1777 * version 3.0.0 released
1780 * various bug fixes; among others:
1781 - fixed bug with pushing spring over empty space
1782 - fixed bug with leaving tube while placing dynamite
1783 - fixed bug with explosion of smashed penguins
1784 - allow Murphy player graphic in levels with non-Supaplex elements
1788 * I have forgotten to document changes for some time
1791 * pre-release version 2.2.0rc1 released
1794 * version number set to 2.1.2
1797 * version 2.1.1 released
1800 * version number set to 2.1.1
1803 * version 2.1.0 released
1806 * version number set to 2.1.0
1808 2002-04-03 to 2002-05-19 (various source files)
1809 * graphics, sounds and music now fully configurable
1810 * bug fixed that prevented walking through tubes when gravity on
1812 2002-04-02 src/events.c, src/editor.c
1813 * Make Escape key less aggressive when playing or when editing level.
1814 This can be configured as an option in the setup menu. (Default is
1815 "less aggressive" which means "ask user if something can be lost"
1816 when pressing the Escape key.)
1818 2002-04-02 src/screen.c
1819 * Added "graphics setup" screen.
1821 2002-04-01 src/screen.c
1822 * Changed "choose level" setup screen stuff to be more generic (to
1823 make it easier to add more "choose from generic tree" setup screens).
1825 2002-04-01 src/config.c, src/timestamp.h
1826 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1827 automatically gets created by "src/Makefile" and contains an actual
1828 compile-time timestamp to identify development versions of the game).
1830 2002-03-31 src/tape.c, src/events.c
1831 * Added quick game/tape save/load functions to tape stuff which can be
1832 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1833 loads previously recorded tape and directly goes into recording mode
1834 from the end of the tape (therefore appending to the tape).
1836 2002-03-31 src/tape.c
1837 * Added "index mark" function to tape recorder. When playing or
1838 recording, "eject" button changes to "index" button. Setting index
1839 mark is not yet implemented, but pressing index button when playing
1840 allows very quick advancing to end of tape (when normal playing),
1841 very fast forward mode (when playing with normal fast forward) or
1842 very fast reaching of "pause before end of tape" (when playing with
1843 "pause before end" playing mode).
1845 2002-03-30 src/cartoons.c
1846 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1848 2002-03-29 src/screen.c
1849 * Changed setup screen stuff to be more generic (to make it easier
1850 to add more setup screens).
1852 2002-03-23 src/main.c, src/main.h
1853 * Various changes due to the introduction of the new libgame files
1854 "setup.c" and "joystick.c".
1856 2002-03-23 src/files.c
1857 * Generic parts of "src/files.c" (mainly setup and level directory
1858 stuff) moved to new libgame file "src/libgame/setup.c".
1860 2002-03-23 src/joystick.c
1861 * File "src/joystick.c" moved to libgame source tree, with
1862 correspondig changes.
1864 2002-03-22 src/screens.c
1865 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1866 (Wrong level series information displayed when entering main group.)
1868 2002-03-22 src/editor.c
1869 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1871 2002-03-22 src/editor.c
1872 * Changed behaviour of "Escape" key in level editor to be more
1873 intuitive: When in "Element Properties" or "Level Info" mode,
1874 return to "Drawing Mode" instead of leaving the level editor.
1876 2002-03-21 src/game.c, src/editor.c, src/files.c
1877 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1878 gems (emeralds, diamonds, ...) slipping down from normal wall,
1879 steel wall and growing wall (as in E.M.C. style levels). Although
1880 the behaviour of contributed and private levels wasn't changed (due
1881 to the use of "level.game_version"; see previous entry), editing
1882 those levels will (of course) change the behaviour accordingly.
1884 This change seems a bit too hard after thinking about it, because
1885 the EM style behaviour is not the "expected" behaviour (gems would
1886 normally only slip down from "rounded" walls). Therefore this was
1887 now changed to an element property for gem style elements, with the
1888 default setting "off" (which means: no special EM style behaviour).
1889 To fix older converted levels, this flag is set to "on" for pre-2.0
1890 levels that are neither contributed nor private levels.
1892 2002-03-20 src/files.h
1893 * Corrected settings for "level.game_version" depending of level type.
1894 (Contributed and private levels always get played with game engine
1895 version they were created with, while converted levels always get
1896 played with the most recent version of the game engine, to let new
1897 corrections of the emulation behaviour take effect.)
1899 2002-03-20 src/main.h
1900 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1901 compiling the SDL version on some systems.
1902 Thanks to the several people who pointed this out.
1905 * Version number set to 2.0.2.
1908 * Version 2.0.1 released.
1910 2002-03-18 src/screens.c
1911 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1913 2002-03-18 src/files.c [src/libgame/misc.c]
1914 * Moved some common functions from src/files.c to src/libgame/misc.c.
1916 2002-03-18 src/files.c [src/libgame/misc.c]
1917 * Changed permissions for new directories and saved files (especially
1918 score files) according to suggestions of Debian users and mantainers.
1919 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1921 2002-03-17 src/files.c
1922 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1923 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1924 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1925 for levels and "TAPE" for tapes). Old "cookie" style format is
1926 still supported for reading. New level and tape files are written
1929 * New IFF chunk "VERS" contains version numbers for file and game
1930 (where "game version" is the version of the program that wrote the
1931 file, and "file version" is a version number to distinguish files
1932 with different format, for example after adding new features).
1934 2002-03-15 src/screen.c
1935 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1936 (Before, you heard a mixture of the in-game music and the
1937 hall-of-fame music.)
1939 2002-03-14 src/events.c
1940 * Function "DumpTape()" (files.c) now available by pressing 't' from
1941 main menu (when in DEBUG mode).
1943 2002-03-14 src/game.c
1944 * "GameWon()": When game was won playing a tape, now there is no delay
1945 raising the score and no corresponding sound is played.
1947 2002-03-14 src/files.c
1948 * Changed "LoadTape()" for real chunk support and also adjusted
1949 "SaveTape()" accordingly.
1951 2002-03-14 src/game.c, src/tape.c, src/files.c
1952 * Important changes to tape format: The old tape format stored all
1953 actions with a real effect with a corresponding delay between the
1954 stored actions. This had some major disadvantages (for example,
1955 push delays had to be ignored, pressing a button for some seconds
1956 mutated to several single button presses because of the non-action
1957 delays between two action frames etc.). The new tape format just
1958 stupidly records all device actions and replays them later. I really
1959 don't know why I haven't solved it that way before?! Old-style tapes
1960 (with tape file version less than 2.0) get converted to the new
1961 format on-the-fly when loading and can therefore still be played;
1962 only some minor parts of the old-style tape handling code was needed.
1963 (A perfect conversion is not possible, because there is information
1964 missing about the device actions between two action frames.)
1966 2002-03-14 src/files.c
1967 * New function "DumpTape()" to dump the contents of the current tape
1968 in a human readable format.
1970 2002-03-14 src/game.c
1971 * Small tape bug fixed: When automatically advancing to next level
1972 after a game was won, the tape from the previous level still was
1973 loaded as a tape for the new level.
1975 2002-03-14 src/tape.c
1976 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1977 tape, cartoons did not get completely removed because
1978 StopAnimation() was not called.
1980 2002-03-13 src/files.c
1981 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1982 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1983 size even when using 16-bit elements). Added new chunk "CNT2" for
1984 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1985 chunk even when content was 16-bit element). "CNT2" should now be
1986 able to store content for arbitrary elements (up to eight blocks of
1987 3 x 3 element arrays). All "CNT2" elements will always be stored as
1988 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1990 2002-03-13 src/files.c
1991 * Changed "LoadLevel()" for real chunk support.
1993 2002-03-12 src/game.c
1994 * Fixed problem (introduced after 2.0.0 release) with penguins
1995 not getting killed by enemies
1997 2002-02-24 src/game.c, src/main.h
1998 * Added "player->is_moving"; now "player->last_move_dir" does
1999 not contain any information if the player is just moving at
2001 Before, "player->last_move_dir" was misused for this purpose
2002 for the robot stuff (robots don't kill players when they are
2003 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2004 broke tapes when walking through pipes!
2005 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2006 in a continuous movement. This fact is ignored for friends and