2 * added additional configuration directives for setup screen draw offset
3 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
4 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
5 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
6 used to define draw offset on custom artwork selection screens and
7 "CHOOSE_OTHER" is used on all other list style selection screens, like
8 choosing game speed or screen mode for fullscreen mode)
9 * added additional configuration directives to define main menu buttons:
10 - menu.button_name and menu.button_name.active
11 - menu.button_levels and menu.button_levels.active
12 - menu.button_scores and menu.button_scores.active
13 - menu.button_editor and menu.button_editor.active
14 - menu.button_info and menu.button_info.active
15 - menu.button_game and menu.button_game.active
16 - menu.button_setup and menu.button_setup.active
17 - menu.button_quit and menu.button_quit.active
18 * added eight pure decoration graphic definitions for the game panel
21 * added support for accessing native Diamond Caves II level packages
22 * fixed displaying of game panel values for Emerald Mine game engine
23 * fixed displaying end-of-level time and score values on new game panel
26 * added game panel control to display arbitrary elements on game panel
27 * added game panel control to display custom element score (globally
28 unique for identical custom elements) either as value or as element
29 * added ".draw_masked" and ".draw_order" to game panel control drawing
32 * fixed some general bugs with handling of ".active" elements and fonts
35 * cleanup of game panel elements (some elements were not really needed)
36 * added displaying of gravity state (on/off) as new game panel control
37 * added animation for game panel elements (similar to game elements)
40 * added new pseudo game mode "PANEL" to define panel fonts and graphics
41 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
42 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
43 (else graphics would have to use ".PLAYING", which would be confusing)
44 * fixed bug when fading out to game screen with border mask defined
47 * added attribute ".tile_size" for element style game panel controls
50 * added <space> key as additional valid key to use for confirm requester
53 * improved menu fading, adding separate fading definitions for entering
54 and leaving a "content" screen (in general), and optional definitions
55 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
58 * added (currently invisible) setup option to define scroll delay value
59 * fixed small bug in priority handling when auto-detecting level start
60 position in levels without player element (but player from CE etc.)
61 * added option "game.forced_scroll_delay_value" to override user choice
62 of scroll delay value for certain level sets with "graphicsinfo.conf"
63 * replaced setup option "scroll delay: on/off" by new setup option that
64 directly allows selecting the desired scroll delay value from 0 to 8
67 * added displaying of most game panel control elements (not animated)
70 * added new configuration directives to display additional game engine
71 values on the game control panel, like the following examples:
72 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
73 - game.panel.penguins - number of penguins to rescue
74 - game.panel.level_name - level name of current level
77 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
80 * added new player option "no centering when relocating" for "invisible"
81 teleportations to level areas that look exactly the same, giving the
82 illusion that the player did not relocate at all (this was the default
83 since 3.2.3, but caused visual problems with room creation in "Zelda")
84 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
87 * improved menu fading, adding separate fading definitions for entering
88 and leaving a menu and for fading between menu and "content" screens
89 * fixed small bug with recognizing also ".font_xyz" style definitions
92 * improved menu fading, adding separate fading definitions for fading
93 between menu screens and fading between menu and "destination" screens
96 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
97 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
98 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
99 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
101 * improved title fading, allowing fading animation types "none", "fade"
102 and "crossfade" (including cross-fading of last title to main menu)
105 * added configurability of graphics, sounds and music for title screens,
106 which are separated into initial title screens (only shown once at
107 program startup) and title screens shown for a given level set; these
108 title screens can be composed of up to five title images and up to
109 five title text messages (each drawn using an optional background
110 image), also using background music and/or sounds; aspects like
111 background images, sounds and music of title screens can either be
112 defined generally (valid for all title screens) or specifically (and
113 therefore differently for each title screen) using these directives:
115 to define a background image, sound or music file for all screens:
116 - background.TITLE_INITIAL (for all title screens for game startup)
117 - background.TITLE (for all title screens for level sets)
119 to define a background image, sound or music file for a single screen:
120 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
121 - background.titlescreen_x (with x in 1,2,3,4,5)
122 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
123 - background.titlemessage_x (with x in 1,2,3,4,5)
125 to define the title screen images:
126 - titlescreen_initial_x (with x in 1,2,3,4,5)
127 - titlescreen_x (with x in 1,2,3,4,5)
129 to define the title text messages, place text files into the level set
130 directory that have the following file names:
131 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
132 - titlemessage_x.txt (with x in 1,2,3,4,5)
134 to define the properties of the text messages, either use directives
135 that affect all text messages:
136 - [titlemessage_initial].<suffix>
137 - [titlemessage].<suffix>
138 or use directives that affect single text messages:
139 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
140 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
142 valid values for <suffix> are the same as for readme.<suffix> below;
143 use ".sort_priority" (default: 0) to define an arbitrary order for
144 title images and title messages (which can therefore be mixed)
147 * added full configurability of "readme.txt" screen appearance:
148 - readme.x: <left position used with alignment>
149 - readme.y: <top position>
150 - readme.width: <maximim text width in pixels>
151 - readme.height: <maximum text height in pixels>
152 - readme.chars: <maximum number of chars per line>
153 - readme.lines: <maximum number of lines displayed>
154 - readme.align: left,center,right (default: center)
155 - readme.top: top,middle,bottom (default: top)
156 - readme.font: font name
157 - readme.autowrap: true,false (default: true)
158 - readme.centered: true,false (default: false)
159 - readme.parse_comments: true,false (default: true)
160 - readme.sort_priority: (not used here, but only for title screens)
161 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
162 default), they are automatically determined from "readme.width" and
163 "readme.height" accordingly; when they are not "-1", they have
164 precedence over "readme.width" and "readme.height"
165 * added internal ad-hoc config settings for displaying text files like
166 title messages or "readme.txt" style level set info files:
167 - .font: font name (default: readme.font)
168 - .autowrap: true,false (default: readme.autowrap)
169 - .centered: true,false (default: readme.centered)
170 - .parse_comments: true,false (default: readme.parse_comments)
171 (the leading '.' and the separating ':' are mandatory here); to use
172 these ad-hoc settings, they have to be written inside a comment, like
173 "# .autowrap: false" or "# .centered: true"; these settings then
174 override the above global settings (they can even be used more than
175 once, like "# .centered: true", then some text that should be drawn
176 centered, then "# .centered: false" to go back to non-centered text;
177 important note: after using "# .parse_comments: false", or when using
178 "readme.parse_comments: false", detecting and parsing comments inside
179 the file is disabled and comments are just printed like normal text;
180 also be aware that all automatic text size calculations are done with
181 the font defined in "readme.font", while using different fonts using
182 "# .font: <font>" inside the text file may cause unexpected results
185 * changed some numerical limits in the level editor from 255 to 999
188 * added option "system.sdl_videodriver" to select SDL video driver
189 * added output of SDL video and audio driver to "version info" page
192 * added group element drawing to IntelliDraw drawing functions
193 * fixed animation resetting problem again (last try broke Snake Bite)
194 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
197 * added new (special) "include: <filename>" directive that works in all
198 configuration files (like "graphicsinfo.conf") and that has the same
199 effect as if that directive would be replaced with the content of the
200 specified file (this can be useful to split large configuration files
201 into several smaller ones and include them from one main file, or to
202 store configuration settings that always stay the same into a separate
203 file, while including it and only add those parts that really change)
206 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
209 * fixed bug in "InitMovingField()" where treating an integer array as
210 boolean caused wrong resetting of animations while elements are moving
211 * fixed problem with resetting animations when starting element change
214 * added sort priority for order of title screens and title messages
217 * changed end of game again: do not wait for the user to press a key
218 anymore, but directly ask/confirm tape saving and go to hall of fame
219 * re-enabled quitting of lost game by pressing space or return again
220 * added blanking of mouse pointer when displaying title screens
221 * added remaining menu draw offset definitions for info sub-screens
224 * added setup option to select game speed (from very slow to very fast)
225 * improved handling of title text messages (initial and for level set)
228 * added new options "auto-wrap" and "centered" for DC2 style envelopes
231 * fixed displaying and typing of player name when it is centered
232 * added special characters to be allowed for player name (not only A-Z)
235 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
236 (newer versions of the SDL library seem to not like this anymore)
239 * added code for configuration directives for control of game panel
242 * fixed small cosmetical bug with underlining property tabs in editor
245 * fixed small drawing bug in X11FadeRectangle
246 * added new elements for newly supported Diamond Caves II levels:
247 - EM/DC style exits that disappear after passing
248 - white key and gate (one white key needed for each white gate)
249 - fake gate (there is no key to open/pass this kind of gate!)
250 - extended magic wall which also handles pearls and crystals
254 * changed maximum value for endless loop detection to a higher value
255 (some levels really used very deep recursion without being endless)
258 * added new elements for newly supported Diamond Caves II levels:
259 - growing steel walls
260 - snappable land mine
263 * added new elements for newly supported Diamond Caves II levels:
264 - steel text elements
267 * added level file loader for native Diamond Caves II levels
270 * version number set to 3.2.4
273 * version 3.2.3 released
276 * fixed malloc/free bug when updating EMC artwork entries in level list
277 * added workaround (warning and request to quit the current game) when
278 changing elements cause endless recursion loop (which would otherwise
279 freeze the game, causing a crash-like program exit on some systems)
282 * fixed nasty string overflow bug when entering too long envelope text
285 * added feedback sounds for menu navigation "menu.item.activating" and
286 "menu.item.selecting" (for highlighting and executing menu entries)
289 * improved "no scrolling when relocating" to also consider scroll delay
290 (meaning that the player is not automatically centered in this case;
291 this makes it possible to "invisibly" relocate the player to a region
292 of the level playfield which looks the same as the old level region)
293 * fixed bug with not recognizing "main.input.name.align" when active
296 * fixed bug with displaying masked borders over title screens when
297 screen fading is disabled
300 * fixed infinite loop / crash bug when killing the player while having
301 a CE with the setting "kill player X when explosion of <player X>"
302 * added special editor graphic for "char_space" to distinguish it from
303 "empty_space" when editing a level (in-game graphics still the same)
306 * fixed nasty bug with initialization only done for the first player
309 * small change to handle loading empty element/content list micro chunks
312 * uploaded pre-release (test) version 3.2.3-0 binary and source code
315 * some optimizations on startup speed by reducing initial text output
318 * added caching of custom artwork information for faster startup times
321 * fixed graphical bug when using fewer menu entries on level selection
322 screen than usual (with "menu.list_size.LEVELS" directive)
323 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
324 the backbuffer to the backbuffer by error (with identical rectangle)
327 * fixed bug when displaying titlescreen with size less than element tile
328 * fixed bug that caused elements with "change when digging <e>" event
329 to change for _every_ digged element, not only those specified in <e>
330 * fixed bug that caused impact style collision when dropping element one
331 tile over the player that can both fall down and smash players
332 * fixed bug that caused impact style collision when element changed to
333 falling/smashing element over the player immediately after movement
336 * fixed bug that allowed making engine snapshots from the level editor
339 * fixed bugs with player name and current level positions on main screen
342 * added configuration directives for control of title screens:
343 - "title.fade_delay" for fading time
344 - "title.post_delay" for pause between screens (when not crossfading)
345 - "title.auto_delay" to automatically continue after some time
346 these settings can each be overridden by specifying them with titles:
347 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
348 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
349 fading mode can also be specified:
350 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
351 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
352 default is using normal fading for menues and initial title screens,
353 while using cross-fading for level set title screens
354 * fixed bug with background not drawn in Hall of Fame after game was won
357 * added configuration directives for the remaining main menu items
360 * added additional configuration directives for info screen draw offset:
361 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
362 * added additional configuration directives for preview info text
363 * limited mouse wheel sensitive screen area to scrollable screen area
366 * added highlighted menu text entries to menu navigation when selected
369 * fixed bug that prevented player from correctly being created in the
370 top left corner by a custom element change in a level without player
371 * fixed bug that prevented player from being killed when indestructible,
372 non-walkable element is placed on player position by extended change
373 * added configurable menu button, text and input positions to main menu
376 * added page fading effects for remaining info sub-screens
377 * fixed small bug that caused some delays when answering door request
380 * added directives "border.draw_masked.*" for menu/playfield area and
381 door areas to display overlapping/masked borders from "global.border"
384 * fixed bug with CE with move speed "not moving" not being animated
385 * when changing player artwork by CE action, reset animation frame
388 * fixed bug with not unmapping main menu screen gadgets on other screens
389 * fixed bug with un-pausing a paused game by releasing still pressed key
390 * fixed bug with not redrawing screen when toggling to/from fullscreen
391 mode while fast reloading tape (without redrawing playfield contents)
392 * fixed bug with quick-saving tape snapshot despite answering with "no"
395 * version number set to 3.2.3
398 * version 3.2.2 released
401 * fixed bug with redrawing screen in fullscreen mode after quick tape
402 reloading when using the EMC game engine
403 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
406 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
409 * added engine snapshot functionality for instant tape reloading (this
410 only works for the last tape saved using "quick save", and does not
411 work across program restarts, because it completely works in memory)
414 * version number set to 3.2.2
417 * version 3.2.1 released
420 * fixed nasty bugs with handling error message file on Mac OS X systems
423 * general code cleanup (removing many annoying "#if 0" blocks etc.)
426 * fixed bug that caused broken tapes when manually appending to tapes
427 using the "pause before death" functionality, followed by recording
428 * added setup option to disable fading of screens for faster testing
431 * code cleanup of new fading functions
434 * changed behaviour after solved game -- do not immediately stop engine
435 * added some more smooth screen fadings (game start, hall of fame etc.)
438 * fixed bug with displaying pushed CE with value/score/delay anim_mode
441 * added configurable level preview position, tile size and dimensions
442 * added configurable game panel value positions (gems, time, score etc.)
445 * fixed small bug with time displayed incorrectly when collecting CEs
448 * fixed bug with bumpy scrolling with EM engine in double player mode
451 * added compatibility code to fix "Snake Bite" style levels that were
452 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
455 * fixed bug with scrollbars inside editor when using the Windows mouse
456 enhancement tool "True X-Mouse" (which injects key events to the event
457 queue to insert selected stuff into the Windows clipboard, which gets
458 confused with the "Insert" key for jumping to the last editor cascade
459 block in the element list)
460 * added Rocks'n'Diamonds icon for use as window icon to SDL version
461 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
464 * added selection of preferred fullscreen mode to setup / graphics menu
465 (useful if default mode 800 x 600 does not match screen aspect ratio)
468 * improved down-scaling of images for better editor and preview graphics
469 * changed user data directory for Mac OS X from Unix style to new place
472 * improved level number selection in main menu and player selection in
473 setup menu (input devices section) by using standard button gadgets
474 * added support for mouse scroll wheel (caused buggy behaviour before)
475 * added support for scrolling horizontal scrollbars with mouse wheel by
476 holding "Shift" key pressed while scrolling the wheel
477 * added support for single step mouse wheel scrolling by holding "Alt"
478 key pressed while scrolling the wheel (can be combined with "Shift")
479 * changed output file "stderr.txt" on Windows platform now always to be
480 created in the R'n'D sub-directory of the personal documents directory
481 * added Windows message box to direct to "stderr.txt" after error aborts
484 * improved general scrollbar handling (when jump-scrolling scrollbars)
487 * changed scrollbars to always show last line as first after scrolling
488 (that means jumping n - 1 screen lines instead of n screen lines)
491 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
492 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
493 * fixed special handling of vertically stacked acid becoming fake acid
496 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
497 affect multiple instances of the same CE, although this kind of
498 change condition usually only affects one single custom element
501 * version number set to 3.2.1
504 * version 3.2.0 released
507 * reorganized level editor element list a bit to match engines better
510 * fixed newly introduced bug with wrongly initializing clipboard element
513 * fixed bug with displaying visible/invisible level border in editor
516 * reorganized some elements in the level editor element list
519 * fixed bug with displaying any player as "yellow" when moving into acid
520 * fixed bug with displaying running player when player stopped at border
523 * fixed bug with player exploding when moving into acid
524 * fixed bug with level settings being reset in editor and when playing
525 (some compatibility settings being set not only after level loading)
526 * fixed crash bug when number of custom graphic frames was set to zero
527 * fixed bug with teleporting player on walkable tile not working anymore
528 * added partial compatibility support for pre-release-only "CONF" chunk
529 (to make Alan Bond's "color cycle" demo work again :-) )
532 * fixed some bugs when displaying title screens from info screen menu
533 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
536 * changed file major version to 3 to reflect level file format changes
537 * uploaded pre-release (test) version 3.2.0-8 binary and source code
540 * added new chunk "NAME" to level file format for level name settings
541 * added new chunk "NOTE" to level file format for envelope settings
542 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
543 * updated magic(5) file to recognize changed and new level file chunks
544 * removed change events "change when CE value/score changes" as unneeded
547 * changed gravity (which only affects the player) from level property
548 to player property (only makes a difference in multi-player levels)
549 * added change events "change when CE value/score changes"
550 * added change events "change when CE value/score changes of <element>"
553 * added new chunk "INFO" to level file format for global level settings
554 * added all element settings from "HEAD" chunk to "CONF" chunk
555 * added all global level settings from "HEAD" chunk to "INFO" chunk
558 * changed level file format by adding two new chunks "CUSX" (for custom
559 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
560 elements, replacing the previous "GRP1" chunk); these new IFF style
561 chunks use the new and flexible "micro chunks inside chunks" technique
562 already used with the new "CONF" chunk (for normal element properties)
563 which makes it possible to easily extend the existing level format
564 (instead of using fixed-length chunks like before, which are either
565 too big due to reserved bytes for future use, or too small when those
566 reserved bytes have all been used and even more data should be stored,
567 requiring the replacement by new and larger chunks just like it went
568 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
571 * added credits pages to the "credits" section that were really missing
572 * added some missing element descriptions to the level editor
573 * added down position of switchgate switch to the level editor
574 and allowed the use of both switch positions at the same time
575 * changed use of "Insert" and "Delete" keys to navigate element list in
576 level editor to start of previous or next cascading block of elements
579 * added the possibility to view the title screen to the info screen menu
580 * fixed some minor bugs with viewing title screens
583 * fixed bug with title (cross)fading in/out when using fullscreen mode
586 * fixed bug that forced re-defining of menu settings in local graphics
587 config file which are already defined in existing base config file
588 * fixed small bug that caused door sounds playing when music is enabled
591 * added the possibility to define up to five title screens for each
592 level set that are displayed after loading using (cross)fading in/out
593 (this was added to display the various start images of the EMC sets)
596 * added "CE score gets zero [of]" to custom element trigger conditions
597 * added setup option to display element token name in level editor
600 * added compatibility code for Juergen Bonhagen's menu artwork settings
603 * fixed bug with displaying wrong animation frame 0 after CE changes
604 * fixed bug with creating invisible elements when light switch is on
607 * added selection between ECS and AGA graphics for EMC levels to setup
610 * adjusted font handling for various narrow EMC style fonts
613 * changed EM engine behaviour back to re-allow initial rolling springs
616 * fixed handling of over-large selectboxes (less error-prone now)
617 * fixed bug when creating GE with walkable element under the player
620 * added use of "Insert" and "Delete" keys to navigate element list in
621 level editor to start of custom elements or start of group elements
622 * added virtual elements to access CE value and CE score of elements:
623 - "CE value of triggering element"
624 - "CE score of triggering element"
625 - "CE value of current element"
626 - "CE score of current element"
629 * fixed "grass" to "sand" in older EM levels (up to file version V4)
632 * changed behaviour of network games with internal errors (because of
633 different client frame counters) from immediately terminating R'n'D
634 to displaying an error message requester and stopping only the game
635 (also to prevent impression of crashes under non command-line runs)
636 * fixed playing network games with the EMC engine (did not work before)
637 * fixed bug with not scrolling the screen in multi-player mode with the
638 focus on player 1 when all players are moving in different directions
639 * fixed bug with keeping pointer to gadget even after its deallocation
640 * fixed bug with allowing "focus on all players" in network games
641 * fixed bug with player focus when playing tapes from network games
644 * uploaded pre-release (test) version 3.2.0-7 binary and source code
647 * code cleanup for game action control for R'n'D and EMC game engine
650 * fixed bug in multi-player movement with focus on both players
651 * added option to control only the focussed player with all input
654 * added player focus switching to level tape recording and re-playing
657 * fixed some bugs in player focus switching in EMC and RND game engine
660 * added special Supaplex animations for Murphy digging and snapping
661 * added special Supaplex animations for Murphy being bored and sleeping
664 * added four new yam yams with explicit start direction for EMC engine
665 * fixed bug in src/libgame/text.c with printing text outside the window
668 * fixed small bug in EMC level loader (copyright sign in EM II levels)
671 * added delayed ignition of EM style dynamite when used in R'n'D engine
672 * added limited movement range to EMC engine when focus on all players
675 * fixed bug with missing (zero) score values for native Supaplex levels
678 * added "continuous snapping" (snapping many elements while holding the
679 snap key pressed, without releasing the snap key after each element)
680 as a new player setting for more compatibility with the classic games
683 * finished scrolling for "focus on all players" in EMC graphics engine
686 * level sets with "levels: 0" are ignored for levels, but not artwork
687 * fixed bug when scanning empty level group directories (endless loop)
690 * fixed bug with explosion graphic for player using "Murphy" graphic
691 * fixed bug with explosion graphic if player leaves explosion in time
692 * changed some descriptive text in setup menu to use medium-width font
693 * added key shortcut settings for switching player focus to setup menu
696 * fixed bug with random value initialization when recording tapes
697 * fixed bug with playing single player tapes when team mode activated
700 * fixed little bug when trying to switch to player that does not exist
703 * added player switching (visual and quick) to R'n'D and EM game engine
704 * added setup option to select visual or quick in-game player switching
707 * added use of "Home" and "End" keys to handle element list in editor
710 * fixed bug with adding score when playing tape with EMC game engine
711 * added steel wall border for levels using EMC engine without border
712 * finally fixed delayed scrolling in EMC engine also for small levels
715 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
718 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
719 * fixed bug when displaying info element without action, but direction
722 * fixed minor graphical problems with springs smashing and slurping
723 (when using R'n'D style graphics instead of EMC style graphics)
726 * added scroll delay (as configured in setup) to EMC graphics engine
729 * improved screen redraw for EMC graphics engine (faster and smoother)
730 * when not scrolling, do not redraw the whole playfield if not needed
733 * added multi-player mode for EMC game engine (with up to four players)
736 * added android (can clone elements) from EMC engine to R'n'D engine
739 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
742 * added selectbox for initial player speed to player settings in editor
745 * version 3.1.2 created that is basically version 3.1.1, but with a
746 major bug fixed that prevented editing your own private levels
747 * version 3.1.2 released
750 * added magic ball (creates elements) from EMC engine to R'n'D engine
753 * uploaded fixed pre-release version 3.2.0-6 binary and source code
756 * fixed bug when using "CE can leave behind <trigger element>"
757 * added new change condition "(after/when) creation of <element>"
758 * added new change condition "(after/when) digging <element>"
759 * fixed bug accessing invalid gadget that caused crashes under Windows
760 * deactivated new possibility for multiple CE changes per frame
763 * uploaded pre-release (test) version 3.2.0-6 binary and source code
766 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
767 * fixed bug with not keeping CE value for moving CEs with only action
768 * changed CE action selectboxes in editor to be only reset when needed
771 * added option "use artwork from element" for custom player artwork
772 * added option "use explosion from element" for player explosions
775 * added cascaded element lists in the level editor
776 * added persistence for cascaded element lists by "editorcascade.conf"
777 * added dynamic element list with all elements used in current level
778 * added possibility for multiple CE changes per frame (experimental)
781 * uploaded pre-release (test) version 3.2.0-5 binary and source code
784 * changed "score for each 10 seconds/steps left" to "1 second/step"
785 * added own score for collecting "extra time" instead of sharing it
786 * added change events "switched by player" and "player switches <e>"
787 * added change events "snapped by player" and "player snaps <e>"
788 * added "set player artwork: <element choice>" to CE action options
789 * added change event "move of <element>"
792 * added "set player shield: off / normal / deadly" to CE action options
793 * added new player option "use level start element" in level editor
794 to set the correct focus at level start to elements from which the
795 player is created later (this did not work before for cascaded CE
796 changes resulting in creation of the player; it is now also possible
797 to create the player from a yam yam which is smashed at level start)
800 * added "set player speed: frozen (not moving)" to CE action options
801 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
804 * added new player option "block snap field" (enabled by default) to
805 make it possible to show a snapping animation like in Emerald Mine
808 * added dynamic selectboxes to custom element action settings in editor
809 * added "CE value" counter for custom elements (instead of "CE count")
810 * added option to use the last "CE value" after custom element change
811 * added option to use the "CE value" of other elements in CE actions
812 * fixed odd behaviour when pressing time orb in levels w/o time limit
813 * added checkbox "use time orb bug" for older levels that use this bug
816 * added missing configuration settings for the following elements:
817 - EL_TIMEGATE_SWITCH (time of open time gate)
818 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
819 - EL_SHIELD_NORMAL (time of shield duration)
820 - EL_SHIELD_DEADLY (time of shield duration)
821 - EL_EXTRA_TIME (time added to level time)
822 - EL_TIME_ORB_FULL (time added to level time)
825 * added "wind direction" as a movement pattern for custom elements
826 * added initial wind direction for balloon / custom elements to editor
827 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
830 * added parameters for "game of life" and "biomaze" elements to editor
833 * added level file chunk "CONF" for generic level and element settings
836 * uploaded pre-release (test) version 3.2.0-4 binary and source code
839 * skip empty level sets (with "levels: 0"; may be artwork base sets)
840 * added sound action ".page[1]" to ".page[32]" for each CE change page
843 * added image config suffix ".clone_from" to copy whole image settings
844 * fixed bug with invalid ("undefined") CE settings in old level files
847 * fixed graphical bug with smashing elements falling faster than player
850 * fixed major bug which prevented private levels from being edited
851 * fixed bug with precedence of general and special font definitions
854 * fixed graphical bug with player animation when player moves slowly
857 * uploaded pre-release (test) version 3.2.0-3 binary and source code
860 * fixed bug which prevented "global.num_toons: 0" from working
863 * major code cleanup (removed all these annoying "#if 0" blocks)
866 * added custom element actions for CE change page in level editor
869 * fixed music initialization bug in init.c (thanks to David Binderman)
870 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
871 (this bug must probably be fixed at other places, too)
874 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
875 (should be '#include <SDL.h>' instead)
878 * fixed bug which prevented "walkable from no direction" from working
879 (due to compatibility code overwriting this setting after loading)
882 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
885 * version number temporarily set to 3.1.1 (intermediate bugfix release)
886 * version 3.1.1 released
889 * changed some va_arg() arguments from 'long' to 'int', fixing problems
890 on 64-bit architecture systems with LP64 data model
893 * fixed bug with bombs not exploding when hitting the last level line
894 (introduced after the release of 3.1.0)
897 * added support for dumping small-sized level sketches from editor
900 * added recognition of "trigger element" for "change digged element to"
901 (this is not really what the "trigger element" was made for, but its
902 use may seem obvious for leaving back digged elements unchanged)
905 * fixed multiple warnings about failed joystick device initialization
908 * fixed bug with dynamite dropped on top of just dropped custom element
909 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
910 dynamite can still be dropped, but drop key must be released before
913 * fixed bug with wrong start directory when started from file browser
914 (due to this bug, R'n'D could not be started from KDE's Konqueror)
917 * fixed bug causing "change when impact" on player not working
918 * fixed wrong priority of "hitting something" over "hitting <element>"
919 * fixed wrong priority of "hit by something" over "hit by <element>"
922 * fixed graphical bug which caused the player (being Murphy) to show
923 collecting animations although the element was collected by penguin
926 * fixed two bugs causing wrong door background graphics in system.c
927 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
930 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
931 * added "no direction" to "walkable/passable from" selectbox options
934 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
935 * in tape autoplay, not only report broken, but also missing tapes
938 * uploaded pre-release (test) version 3.2.0-2 binary and source code
941 * fixed small bug with "linear" animation not working for active lamp
944 * fixed bug with moving up despite gravity due to "block last field"
945 * fixed small bug with wrong draw offset when typing name in main menu
946 * when reading user names from "passwd", ignore data after first comma
947 * when creating new "levelinfo.conf", only write some selected entries
950 * fixed displaying "imported from/by" on preview with empty string
951 * fixed ignoring draw offset for fonts used for level preview texts
954 * fixed a delay problem with SDL and too many mouse motion events
955 * added setup option "skip levels" and level skipping functionality
958 * added move speed "not moving" for non-moving CEs, but with direction
961 * fixed mapping of obsolete element token names in "editorsetup.conf"
962 * fixed bug with sound "acid.splashing" treated as a loop sound
963 * fixed some little sound bugs in native EM engine
966 * fixed small bug when dragging scrollbars to end positions
969 * added editor element descriptions written by Aaron Davidson
972 * improved fallback handling when configured artwork is not available
973 (now using default artwork instead of exiting when files not found)
976 * fixed bug on level selection screen when dragging scrollbar
979 * fixed bug which caused broken tapes when appending to EM engine tapes
982 * uploaded pre-release (test) version 3.2.0-1 binary and source code
985 * added code to replace changed artwork config tokens with other tokens
986 (needed for backwards compatibility, so that older tokens still work)
989 * added native R'n'D graphics for some new EMC elements in EM engine
992 * fixed some bugs in the EM engine integration code
993 * changed EM engine code to allow diagonal movement
994 * changed EM engine code to allow use of separate snap and drop keys
997 * fixed some redraw bugs when using EM engine
1000 * fixed bug with not converting RND levels which are set to use native
1001 engine to native level structure when loading
1004 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1007 * version number set to 3.2.0
1010 * level data now reset to defaults after attempt to load invalid file
1013 * added use of "editorsetup.conf" for different level sets
1016 * added auto-detection for various types of Emerald Mine level files
1019 * fixed bug with scrollbars getting too small when list is very large
1022 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1025 * added most level editor configuration gadgets for new EMC elements
1028 * added more element and graphic definitions for new EMC elements
1031 * modified native EM engine to use integrated R'n'D sound system
1034 * added SDL support to graphics functions in native EM engine
1035 (by always using generic libgame interface functions)
1038 * fixed bug in frame synchronization in native EM engine
1041 * added code to convert levels between R'n'D and native EM engine
1044 * new Emerald Mine engine can now play levels selected in main menu
1047 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1048 (which creates scaled down graphics for level editor and preview);
1049 there's still a memory leak somewhere in the artwork handling code
1050 * added "scale image up" functionality to X11 version of zoom function
1053 * first attempts to integrate new, native Emerald Mine Club engine
1056 * fixed bug in gadget code which caused reset of CEs in level editor
1057 (example: pressing 'b' [grab brush] on CE config page erased values)
1058 (solution: check if gadgets in ClickOnGadget() are really mapped)
1059 * improved level change detection in editor (settings now also checked)
1060 * fixed bug with "can move into acid" and "don't collide with" state
1063 * fixed maze runner style CEs to use the configured move delay value
1066 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1069 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1070 * fixed the above fix because it broke level set "machine" (*sigh*)
1071 * fixed random element placement in level editor to work as expected
1072 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1075 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1078 * fixed bug (missing array boundary check) which caused broken tapes
1079 * fixed bug (when loading level template) which caused broken levels
1080 * fixed bug with new block last field code when using non-yellow player
1083 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1084 * internal change of how the player blocks the last field when moving
1085 * fixed blocking delay of last field for EM and SP style block delay
1086 * fixed bug where the player had to wait for the usual move delay after
1087 unsuccessfully trying to move, when he directly could move after that
1088 * the last two changes should make original Supaplex level 93 solvable
1089 * improved use of random number generator to make it less predictable
1090 * fixed behaviour of slippery SP elements to let slip left, then right
1093 * fixed bug with wrong door state after trying to quickload empty tape
1094 * fixed waste of static memory usage of the binary, making it smaller
1095 * fixed very little graphical bug in Supaplex explosion
1098 * version number set to 3.1.1
1101 * version 3.1.0 released
1104 * fixed bug with crash when writing user levelinfo.conf the first time
1107 * added option "convert LEVELDIR [NR]" to command line batch commands
1108 * re-converted Supaplex levels to apply latest engine fixes
1109 * changed "use graphic/sound of element" to "use graphic of element"
1110 due to compatibility problems with some levels ("bug machine" etc.)
1113 * fixed bug with CE change replacing player with same or other player
1116 * fixed bug with opaque font in envelope with background graphic when
1117 background graphic is not transparent itself
1120 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1121 * corrected original Supaplex level loading code to use these new ports
1122 * also corrected Supaplex loader to auto-count infotrons if set to zero
1125 * fixed bug with missing initialization of "modified" flag for GEs
1128 * fixed bug that caused endless recursion loop when relocating player
1129 * fixed tape recorder bug in "step mode" when using "pause before end"
1130 * fixed tape recorder bug when changing from "warp forward" mode
1133 * fixed bug with "when touching" for pushed elements at last position
1136 * fixed bug that caused two activated toolbox buttons in level editor
1137 * fixed bug with exploding dynabomb under player due to other explosion
1140 * fixed bug with creating walkable custom element under player (again)
1141 * fixed bug with not copying explosion type when copying CEs in editor
1142 * fixed graphical bug when drawing player in setup menu (input devices)
1143 * fixed graphical bug when the player is pushing an accessible element
1144 * fixed bug with classic switchable elements triggering CE changes
1145 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1146 * fixed crash bug when CE leaves behind the trigger player element
1149 * fixed bug with broken tubes after placing/exploding dynamite in them
1150 * fixed bug with exploding dynamite under player due to other explosion
1151 * fixed bug with not resetting push delay under certain circumstances
1154 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1155 * added network multiplayer code for Windows (thanks to Niko Böhm)
1158 * added option "reachable despite gravity" for gravity movement
1159 * changed gravity movement of most classic walkable and passable
1160 elements back to "not reachable" (for compatibility reasons)
1163 * fixed (removed) "indestructible" / "can explode" dependency in editor
1164 * fixed (removed) "accessible inside" / "protected" dependency
1165 * fixed (removed) "step mode" / "shield time" dependency
1168 * fixed dynabombs exploding now into anything diggable
1169 * fixed Supaplex style gravity movement into buggy base now impossible
1170 * added pressing key "space" as valid action to select menu options
1173 * added "replace when walkable" to relocate player to walkable element
1174 * added "enter"/"leave" event for elements affected by relocation
1175 * fixed "direct"/"indirect" change order also for "when change" event
1176 * fixed graphical bug when pushing things from elements walkable inside
1179 * fixed graphic bug when player is snapping while moving in old levels
1180 * fixed bug when a moving custom element leaves a player element behind
1181 * fixed bug with mole not disappearing when moving into acid pool
1182 * fixed bug with incomplete path setting when using "--basepath" option
1183 * moving CE can now leave walkable elements behind under the player
1184 * when relocating, player can be set on walkable element now
1185 * fixed another gravity movement bug
1188 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1191 * added "collectible" and "removable" to extended replacement types
1192 (where "removable" replaces "diggable" and "collectible" elements)
1193 * added "collectible & throwable" (to throw element to the next field)
1194 * fixed bug with CEs digging elements that are just about to explode
1195 * changed mouse cursor now always being visible when game is paused
1198 * added possibility to push/press accessible elements from a side that
1200 * fixed bug with not setting actual date when appending to tape
1203 * fixed bug with incorrectly initialized custom element editor graphics
1206 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1207 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1210 * fixed bug with destroyed robot wheel still attracting robots forever
1211 * fixed bug with time gate switch deactivating after robot wheel time
1212 (while the time gate itself is not affected by this misbehaviour)
1213 * changed behaviour of BD style amoeba to always get blocked by player
1214 (before it was different when there were non-BD elements in level)
1215 * fixed bug with player destroying indestructable elements with shield
1218 * added option to make growing elements grow into anything diggable
1219 (for the various amoeba types, biomaze and "game of life")
1222 * fixed bug with movable elements not moving after left behind by CEs
1223 * changed gravity movement to anything diggable, not only sand/base
1224 * optionally allowing passing to walkable element, not only empty space
1225 * added option "can pass to walkable element" for players
1226 * finally fixed gravity movement (hopefully)
1229 * fixed bug with movable elements not moving anymore after falling down
1232 * fixed another bug with custom elements digging and leaving elements
1233 * fixed bug with "along left/right side" and automatic start direction
1234 * trigger elements now also displayed when "more custom" deactivated
1235 * fixed bug with clipboard element initialized when loading new level
1236 * added option "drop delay" to set delay before dropping next element
1239 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1242 * added copy and paste functions for custom change pages
1243 * enhanced graphical display and functionality of tape recorder
1244 * fixed bug with custom elements digging and leaving elements
1247 * added move speed faster than "very fast" for custom elements
1248 * fixed bug with 3+3 style explosions and missing border content
1249 * fixed little bug when copying custom elements in the editor
1250 * enhanced custom element changes by more side trigger actions
1253 * added option "no scrolling when relocating" for instant teleporting
1254 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1257 * added trigger element and trigger player to use as target elements
1258 * added copy and paste functions for custom and group elements
1261 * fixed graphical bug when displaying explosion animations
1262 * fixed bug when appending to tapes, resulting in broken tapes
1263 * re-recorded a few tapes broken by fixing gravity checking bug
1266 * "can move into acid" property now for all elements independently
1267 * "can fall into acid" property for player stored in same bitfield now
1268 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1269 * version number set to 3.1.0 (finally!)
1272 * changed tape recording to only record input, not programmed actions
1275 * fixed totally broken (every 8th frame skipped) step-by-step recording
1276 * fixed bug with requester not displayed when quick-loading interrupted
1277 * added option "can fall into acid (with gravity)" for players
1278 * fixed bug with player not falling when snapping down with gravity
1281 * fixed bug which messed up key config when using keypad number keys
1284 * fixed bug which allowed moving upwards even when gravity was active
1285 * fixed bug with missing error handling when dumping levels or tapes
1288 * added different colored editor graphics for Supaplex gravity tubes
1291 * fixed bug that allowed solvable tapes for unsolvable levels
1294 * use unlimited number of droppable elements when "count" set to zero
1295 * added option to use step limit instead of time limit for level
1298 * added player and change page as trigger for custom element change
1301 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1304 * fixed bug with dark yamyam changing to acid when moving over acid
1305 * fixed handling of levels with more than 999 seconds level time
1306 (example: level 76 of "Denmine")
1309 * "spring push bug" reintroduced as configurable element property
1310 * fixed bug with missing properties for "mole"
1311 * fixed bug that showed up when fixing the above "mole" properties bug
1312 * added option "can move into acid" for all movable elements
1313 * fixed graphical bug for elements moving into acid
1314 * changed event handling to handle all pending events before going on
1317 * fixed bug which caused all CE change pages to be ignored which had
1318 the same change event, but used a different element side
1319 (reported by Simon Forsberg)
1321 * fixed bug which caused elements that can move and fall and that are
1322 transported by a conveyor belt to continue moving into that direction
1323 after leaving the conveyor belt, regardless of their own movement
1324 type; only elements which can not move are transported now
1325 (reported by Simon Forsberg)
1327 * fixed bug which could cause an array overflow in RelocatePlayer()
1328 (reported by Niko Böhm)
1330 * changed Emerald Mine style "passable / over" elements to "protected"
1331 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1333 * added new option to select from which side a "walkable/passable"
1334 element can be entered
1337 * added explosion and ignition delay for elements that can explode
1340 * fixed bug which caused player not being protected against enemies
1341 when a CE was "walkable / inside" and was not "indestructible"
1342 * added "walkable/passable" fields to be "protected/unprotected"
1343 against enemies, even if not accessible "inside" but "over/under"
1346 * corrected move pattern to 32 bit and initial move direction to 8 bit
1349 * added second custom element base configuration page
1352 * added some special EMC mappings to Emerald Mine level loader
1353 (also covering previously unknown element in level 0 of "Bondmine 8")
1356 * added option to block last field when player is moving (for Supaplex)
1357 * adjusted push delay of Supaplex elements
1358 * removed delays for envelopes etc. when replaying with maximum speed
1359 * fixed bug when dropping element on a field that just changed to empty
1362 * fixed bug: infotrons can now smash yellow disks
1363 * fixed bug: when gravity active, port above player can now be entered
1364 * removed "one white dot" mouse pointer which irritated some people
1367 * added "choice type" for group element selection
1370 * fixed bug with initial invulnerability of non-yellow player
1373 * added level loader for loading native Supaplex packed levels
1374 (including multi-part levels like the "splvls99" levels)
1377 * fixed bug which allowed creating emeralds by escaping explosions
1380 * custom elements can change (limited) or leave (unlimited) elements
1381 * finally added multiple matches using group elements
1382 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1385 * added new start movement type "previous" for continued CE movement
1386 * added new start movement type "random" for random CE movement start
1389 * added new element "sokoban_field_player" needed for Sokoban levels
1390 (thanks to Ed Booker for pointing this out!)
1393 * added elements that can be digged or left behind by custom elements
1396 * added group elements for multiple matches and random element creation
1399 * fixed some graphical errors displayed in old levels
1402 * fixed wrong double speed movement after passing closing gates
1405 * added level loader for loading native Emerald Mine levels
1408 * changes for "shooting" style CE movement
1411 * Happy New Year! ;-)
1414 * changed default snap/drop keys from left/right Shift to Control keys
1417 * fixed bug with dead player getting reanimated from custom element
1420 * fixed bug with wrong penguin graphics (when entering exit)
1423 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1426 * version number set to 3.0.9
1429 * version 3.0.8 released
1432 * added function checked_free()
1435 * fixed bug with double nut cracking sound
1436 (by eliminating "default element action sound" assignment in init.c)
1439 * fixed crash when no music info files are available
1442 * fixed boring and sleeping sounds
1445 * added "maze runner" and "maze hunter" movement types
1446 * added extended collision conditions for custom elements
1449 * added warnings for undefined token values in artwork config files
1452 * added menu entry for level set information to the info screen
1455 * fixed bug with wrong default impact sound for colored emeralds
1458 * added several sub-screens for the info screen
1459 * menu text now also clickable (not only blue/red sphere left of it)
1462 * added configurable "bored" and "sleeping" animations for the player
1463 * added "awakening" sound for player when waking up after sleeping
1466 * added "copy" and "exchange" functions for custom elements to editor
1469 * added configurable element animations for info screen
1472 * added configurable music credits for info screen
1475 * finally fixed tape recording when player is created from CE change
1478 * added "editorsetup.conf" for editor element list configuration
1481 * added "musicinfo.conf" for menu and level music configuration
1484 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1485 (that only showed up on Linux, but not on Windows systems)
1488 * fixed turning movement of butterflies and fireflies (no frame reset)
1489 * enhanced sniksnak turning movement (two steps instead of only one)
1492 * version number set to 3.0.8
1495 * version 3.0.7 released
1498 * fixed reset of player animation frame when, for example,
1499 walking, digging or collecting share the same animation
1500 * fixed CE with "deadly when touching" exploding when touching amoeba
1503 * fixed tape recording when player is created from CE element change
1506 * introduced "turning..." action graphic for elements with move delay
1507 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1508 * added turning animations for bug, spaceship and sniksnak
1511 * prevent "extended" changed elements from delay change in same frame
1514 * fixed bug when pushing element that can move away to the side
1515 (like pushing falling elements, but now with moving elements)
1518 * finally fixed serious bug in code for delayed element pushing (again)
1521 * unavailable setup options now marked as "n/a" instead of "off"
1522 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1523 to "true", levels are always played with the latest game engine,
1524 which is desired for levels that are imported from other games; all
1525 other levels are played with the engine version stored in level file
1526 (which is normally the engine version the level was created with)
1529 * fixed serious bug in code for delayed element pushing
1530 * fixed little bug in animation frame selection for pushed elements
1531 * speed-up of reading config file for verbose output
1534 * added configuration option for opening and closing Supaplex exit
1535 * added configuration option for moving up/down animation for Murphy
1536 * fixed incorrectly displayed animation for attacking dragon
1537 * fixed bug with not setting initial gravity for each new game
1538 * fixed bug with teleportation of player by custom element change
1539 * fixed bug with player not getting smashed by rock sometimes
1542 * version number set to 3.0.7
1545 * version 3.0.6 released
1548 * added support for MP3 music for SDL version through SMPEG library
1551 * fixed bug when initializing font graphic structure
1552 * fixed bug with animation mode "pingpong" when using only 1 frame
1553 * fixed bug with extended change target introduced in 3.0.5
1554 * fixed bug where passing over moving element doubles player speed
1555 * fixed bug with elements continuing to move into push direction
1556 * fixed bug with duplicated player when dropping bomb with shield on
1557 * added "switching" event for custom elements ("pressing" only once)
1558 * fixed switching bug (resetting flag when not switching but not idle)
1561 * fixed element tokens for certain file elements with ".active" etc.
1564 * version number set to 3.0.6
1567 * version 3.0.5 released
1570 * now four envelope elements available
1571 * font, background, animation and sound for envelope now configurable
1572 * main menu doors opening/closing animation type now configurable
1575 * active/inactive sides configurable for custom element changes
1576 * new movement type "move when pushed" available for custom elements
1579 * fixed bug in multiple config pages loader code that caused crashes
1582 * enhanced (remaining low-resolution) Supaplex graphics
1585 * version number set to 3.0.5
1588 * version 3.0.4 released
1590 2003-09-12 src/tools.c
1591 * fixed bug in custom definition of crumbled element graphics
1593 2003-09-11 src/files.c
1594 * fixed bug in multiple config pages code that caused crashes
1597 * version number set to 3.0.4
1600 * version 3.0.3 released
1603 * added music to Supaplex classic level set
1605 2003-09-07 src/libgame/misc.c
1606 * added support for loading various music formats through SDL_mixer
1608 2003-09-06 (various source files)
1609 * fixed several nasty bugs that may have caused crashes on some systems
1610 * added envelope content which gets displayed when collecting envelope
1611 * added multiple change event pages for custom elements
1613 2003-08-24 src/game.c
1614 * fixed problem with player animation when snapping and moving
1616 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1617 * fixed problem with flickering when drawing toon animations
1619 2003-08-23 src/libgame/sdl.c
1620 * fixed problem with setting mouse cursor in SDL version in fullscreen
1622 2003-08-23 src/game.c
1623 * fixed bug (missing array boundary check) which could crash the game
1626 * version number set to 3.0.3
1629 * version 3.0.2 released
1631 2003-08-21 src/game.c
1632 * fixed bug with creating inaccessible elements at player position
1634 2003-08-20 src/init.c
1635 * fixed bug with not finding current level artwork directory
1637 2003-08-20 src/files.c
1638 * fixed bug with choosing wrong engine version when playing tapes
1639 * fixed bug with messing up custom element properties in 3.0.0 levels
1642 * version number set to 3.0.2
1645 * version 3.0.1 released
1647 2003-08-17 (no source files affected)
1648 * changed all "classic" PCX image files with 16 colors or less to
1649 256 color (8 bit) storage format, because the Allegro game library
1650 cannot handle PCX files with less than 256 colors (contributed
1651 graphics are not affected and might look wrong in the DOS version)
1653 2003-08-16 src/init.c
1654 * fixed bug which (for example) crashed the level editor when defining
1655 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1656 (only set to default) -- invalid graphics now set to default graphic
1658 2003-08-16 src/init.c
1659 * fixed graphical bug of player digging/collecting/snapping element
1660 when no corresponding graphic/animation is defined for this action,
1661 resulting in player being drawn as EL_EMPTY (which should only be
1662 done to elements being collected, but not to the player)
1664 2003-08-16 src/game.c
1665 * fixed small graphical bug of player not totally moving into exit
1667 2003-08-16 src/libgame/setup.c
1668 * fixed bug with wrong MS-DOS 8.3 filename conversion
1670 2003-08-16 src/tools.c
1671 * fixed bug with invisible mouse cursor when pressing ESC while playing
1673 2003-08-16 (various source files)
1674 * added another 128 custom elements (disabled in editor by default)
1676 2003-08-16 src/editor.c
1677 * fixed NULL string bug causing Solaris to crash in sprintf()
1679 2003-08-16 src/screen.c
1680 * fixed drawing over scrollbar on level selection with custom fonts
1682 2003-08-15 src/game.c
1683 * cleanup of simple sounds / loop sounds / music settings
1685 2003-08-08 (various source files)
1686 * added custom element property for dropping collected elements
1688 2003-08-08 src/conf_gfx.c
1689 * fixed bug with missing graphic for active red disk bomb
1691 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1692 * extended variable "level.gravity" to "level.initial_gravity" and
1693 "game.current_gravity" to prevent level setting from being changed
1694 by playing the level (keeping the runtime value after playing)
1696 * fixed graphics bug when digging element that has 'crumbled' graphic
1697 definition, but not 'diggable' graphic definition
1700 * version number set to 3.0.1
1703 * version 3.0.0 released
1706 * various bug fixes; among others:
1707 - fixed bug with pushing spring over empty space
1708 - fixed bug with leaving tube while placing dynamite
1709 - fixed bug with explosion of smashed penguins
1710 - allow Murphy player graphic in levels with non-Supaplex elements
1714 * I have forgotten to document changes for some time
1717 * pre-release version 2.2.0rc1 released
1720 * version number set to 2.1.2
1723 * version 2.1.1 released
1726 * version number set to 2.1.1
1729 * version 2.1.0 released
1732 * version number set to 2.1.0
1734 2002-04-03 to 2002-05-19 (various source files)
1735 * graphics, sounds and music now fully configurable
1736 * bug fixed that prevented walking through tubes when gravity on
1738 2002-04-02 src/events.c, src/editor.c
1739 * Make Escape key less aggressive when playing or when editing level.
1740 This can be configured as an option in the setup menu. (Default is
1741 "less aggressive" which means "ask user if something can be lost"
1742 when pressing the Escape key.)
1744 2002-04-02 src/screen.c
1745 * Added "graphics setup" screen.
1747 2002-04-01 src/screen.c
1748 * Changed "choose level" setup screen stuff to be more generic (to
1749 make it easier to add more "choose from generic tree" setup screens).
1751 2002-04-01 src/config.c, src/timestamp.h
1752 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1753 automatically gets created by "src/Makefile" and contains an actual
1754 compile-time timestamp to identify development versions of the game).
1756 2002-03-31 src/tape.c, src/events.c
1757 * Added quick game/tape save/load functions to tape stuff which can be
1758 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1759 loads previously recorded tape and directly goes into recording mode
1760 from the end of the tape (therefore appending to the tape).
1762 2002-03-31 src/tape.c
1763 * Added "index mark" function to tape recorder. When playing or
1764 recording, "eject" button changes to "index" button. Setting index
1765 mark is not yet implemented, but pressing index button when playing
1766 allows very quick advancing to end of tape (when normal playing),
1767 very fast forward mode (when playing with normal fast forward) or
1768 very fast reaching of "pause before end of tape" (when playing with
1769 "pause before end" playing mode).
1771 2002-03-30 src/cartoons.c
1772 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1774 2002-03-29 src/screen.c
1775 * Changed setup screen stuff to be more generic (to make it easier
1776 to add more setup screens).
1778 2002-03-23 src/main.c, src/main.h
1779 * Various changes due to the introduction of the new libgame files
1780 "setup.c" and "joystick.c".
1782 2002-03-23 src/files.c
1783 * Generic parts of "src/files.c" (mainly setup and level directory
1784 stuff) moved to new libgame file "src/libgame/setup.c".
1786 2002-03-23 src/joystick.c
1787 * File "src/joystick.c" moved to libgame source tree, with
1788 correspondig changes.
1790 2002-03-22 src/screens.c
1791 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1792 (Wrong level series information displayed when entering main group.)
1794 2002-03-22 src/editor.c
1795 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1797 2002-03-22 src/editor.c
1798 * Changed behaviour of "Escape" key in level editor to be more
1799 intuitive: When in "Element Properties" or "Level Info" mode,
1800 return to "Drawing Mode" instead of leaving the level editor.
1802 2002-03-21 src/game.c, src/editor.c, src/files.c
1803 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1804 gems (emeralds, diamonds, ...) slipping down from normal wall,
1805 steel wall and growing wall (as in E.M.C. style levels). Although
1806 the behaviour of contributed and private levels wasn't changed (due
1807 to the use of "level.game_version"; see previous entry), editing
1808 those levels will (of course) change the behaviour accordingly.
1810 This change seems a bit too hard after thinking about it, because
1811 the EM style behaviour is not the "expected" behaviour (gems would
1812 normally only slip down from "rounded" walls). Therefore this was
1813 now changed to an element property for gem style elements, with the
1814 default setting "off" (which means: no special EM style behaviour).
1815 To fix older converted levels, this flag is set to "on" for pre-2.0
1816 levels that are neither contributed nor private levels.
1818 2002-03-20 src/files.h
1819 * Corrected settings for "level.game_version" depending of level type.
1820 (Contributed and private levels always get played with game engine
1821 version they were created with, while converted levels always get
1822 played with the most recent version of the game engine, to let new
1823 corrections of the emulation behaviour take effect.)
1825 2002-03-20 src/main.h
1826 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1827 compiling the SDL version on some systems.
1828 Thanks to the several people who pointed this out.
1831 * Version number set to 2.0.2.
1834 * Version 2.0.1 released.
1836 2002-03-18 src/screens.c
1837 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1839 2002-03-18 src/files.c [src/libgame/misc.c]
1840 * Moved some common functions from src/files.c to src/libgame/misc.c.
1842 2002-03-18 src/files.c [src/libgame/misc.c]
1843 * Changed permissions for new directories and saved files (especially
1844 score files) according to suggestions of Debian users and mantainers.
1845 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1847 2002-03-17 src/files.c
1848 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1849 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1850 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1851 for levels and "TAPE" for tapes). Old "cookie" style format is
1852 still supported for reading. New level and tape files are written
1855 * New IFF chunk "VERS" contains version numbers for file and game
1856 (where "game version" is the version of the program that wrote the
1857 file, and "file version" is a version number to distinguish files
1858 with different format, for example after adding new features).
1860 2002-03-15 src/screen.c
1861 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1862 (Before, you heard a mixture of the in-game music and the
1863 hall-of-fame music.)
1865 2002-03-14 src/events.c
1866 * Function "DumpTape()" (files.c) now available by pressing 't' from
1867 main menu (when in DEBUG mode).
1869 2002-03-14 src/game.c
1870 * "GameWon()": When game was won playing a tape, now there is no delay
1871 raising the score and no corresponding sound is played.
1873 2002-03-14 src/files.c
1874 * Changed "LoadTape()" for real chunk support and also adjusted
1875 "SaveTape()" accordingly.
1877 2002-03-14 src/game.c, src/tape.c, src/files.c
1878 * Important changes to tape format: The old tape format stored all
1879 actions with a real effect with a corresponding delay between the
1880 stored actions. This had some major disadvantages (for example,
1881 push delays had to be ignored, pressing a button for some seconds
1882 mutated to several single button presses because of the non-action
1883 delays between two action frames etc.). The new tape format just
1884 stupidly records all device actions and replays them later. I really
1885 don't know why I haven't solved it that way before?! Old-style tapes
1886 (with tape file version less than 2.0) get converted to the new
1887 format on-the-fly when loading and can therefore still be played;
1888 only some minor parts of the old-style tape handling code was needed.
1889 (A perfect conversion is not possible, because there is information
1890 missing about the device actions between two action frames.)
1892 2002-03-14 src/files.c
1893 * New function "DumpTape()" to dump the contents of the current tape
1894 in a human readable format.
1896 2002-03-14 src/game.c
1897 * Small tape bug fixed: When automatically advancing to next level
1898 after a game was won, the tape from the previous level still was
1899 loaded as a tape for the new level.
1901 2002-03-14 src/tape.c
1902 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1903 tape, cartoons did not get completely removed because
1904 StopAnimation() was not called.
1906 2002-03-13 src/files.c
1907 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1908 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1909 size even when using 16-bit elements). Added new chunk "CNT2" for
1910 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1911 chunk even when content was 16-bit element). "CNT2" should now be
1912 able to store content for arbitrary elements (up to eight blocks of
1913 3 x 3 element arrays). All "CNT2" elements will always be stored as
1914 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1916 2002-03-13 src/files.c
1917 * Changed "LoadLevel()" for real chunk support.
1919 2002-03-12 src/game.c
1920 * Fixed problem (introduced after 2.0.0 release) with penguins
1921 not getting killed by enemies
1923 2002-02-24 src/game.c, src/main.h
1924 * Added "player->is_moving"; now "player->last_move_dir" does
1925 not contain any information if the player is just moving at
1927 Before, "player->last_move_dir" was misused for this purpose
1928 for the robot stuff (robots don't kill players when they are
1929 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1930 broke tapes when walking through pipes!
1931 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1932 in a continuous movement. This fact is ignored for friends and