2 * fixed (experimental only) redrawing of every tile per frame (even if
3 unneeded) for the extended (R'n'D based) EMC graphics engine
6 * fixed bug with displaying background for title messages on info screen
7 * some code cleanup for the extended (R'n'D based) EMC graphics engine
10 * fixed bug with CE action "move player" always resulting in player 4
11 if there was a CE action with no trigger player (because the player
12 element was calculated by using log_2() from trigger player bits with
13 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
14 triggering player bit mask and handling all players in "move player"
15 * fixed bug when defined artwork cannot be found for artwork that has
16 default artwork cloned from other artwork (without default filename)
17 * added several fixes to the extended (R'n'D based) EMC graphics engine
20 * fixed broken editor copy and paste for custom elements between levels
23 * title messages are now also searched in graphics artwork directory;
24 those found in graphics directory have precendence over those found
25 in level directory -- this handles title messages stored in graphics
26 directories as part of the artwork set, just like title images; this
27 makes sense, as corresponding special font definitions for messages
28 are usually defined in the same graphics artwork directory, and also
29 because title images and title messages that are combined in a level
30 set introduction should usually not be separated when the level set
31 is used with a different artwork set (e.g. using "override graphics")
32 * fixed problem with door borders on main screen by first drawing doors
33 and then the corresponding border masks, but not vice versa
34 * fixed problem with artwork config entries using the value "[DEFAULT]";
35 this does not what one might expect, but sets the value to an invalid
36 value -- solution: simply ignore such entries, which results in this
37 value keeping its previous (real) default value (in general, entries
38 that should use their default value should just not be defined here)
39 * fixed problem with wrong fading area size from main menu to setup menu
42 * fixed problem with broken crumbled graphics after level set changes
43 when using R'n'D custom artwork with level sets using the EMC engine
46 * fixed invisible "joysticks deactivated ..." text on setup input screen
49 * added use of hashes created from static lists (element tokens, image
50 config, font tokens) to speed up lookup of configuration parameters
51 * fixed bug where element and graphic config token lookup was mixed up
54 * added "busy" animation when initializing program and loading artwork
55 * added initialization profiling for program startup (debugging only)
58 * fixed(?) very strange bug apparently triggered by memset() when code
59 was cross-compiled with MinGW cross-compiler for Windows XP platform
60 (this only happened when using SDL.dll also self-compiled with MinGW)
63 * added graphics engine directive "border.draw_masked_when_fading" that
64 enables/disables drawing of border mask over screen that is just faded
67 * fixed small problem with separate fading definition for game screen
70 * added additional configuration directives for setup screen draw offset
71 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
72 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
73 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
74 used to define draw offset on custom artwork selection screens and
75 "CHOOSE_OTHER" is used on all other list style selection screens, like
76 choosing game speed or screen mode for fullscreen mode)
77 * added additional configuration directives to define main menu buttons:
78 - menu.button_name and menu.button_name.active
79 - menu.button_levels and menu.button_levels.active
80 - menu.button_scores and menu.button_scores.active
81 - menu.button_editor and menu.button_editor.active
82 - menu.button_info and menu.button_info.active
83 - menu.button_game and menu.button_game.active
84 - menu.button_setup and menu.button_setup.active
85 - menu.button_quit and menu.button_quit.active
86 * added eight pure decoration graphic definitions for the game panel
89 * added support for accessing native Diamond Caves II level packages
90 * fixed displaying of game panel values for Emerald Mine game engine
91 * fixed displaying end-of-level time and score values on new game panel
94 * added game panel control to display arbitrary elements on game panel
95 * added game panel control to display custom element score (globally
96 unique for identical custom elements) either as value or as element
97 * added ".draw_masked" and ".draw_order" to game panel control drawing
100 * fixed some general bugs with handling of ".active" elements and fonts
103 * cleanup of game panel elements (some elements were not really needed)
104 * added displaying of gravity state (on/off) as new game panel control
105 * added animation for game panel elements (similar to game elements)
108 * added new pseudo game mode "PANEL" to define panel fonts and graphics
109 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
110 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
111 (else graphics would have to use ".PLAYING", which would be confusing)
112 * fixed bug when fading out to game screen with border mask defined
115 * added attribute ".tile_size" for element style game panel controls
118 * added <space> key as additional valid key to use for confirm requester
121 * improved menu fading, adding separate fading definitions for entering
122 and leaving a "content" screen (in general), and optional definitions
123 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
126 * added (currently invisible) setup option to define scroll delay value
127 * fixed small bug in priority handling when auto-detecting level start
128 position in levels without player element (but player from CE etc.)
129 * added option "game.forced_scroll_delay_value" to override user choice
130 of scroll delay value for certain level sets with "graphicsinfo.conf"
131 * replaced setup option "scroll delay: on/off" by new setup option that
132 directly allows selecting the desired scroll delay value from 0 to 8
135 * added displaying of most game panel control elements (not animated)
138 * added new configuration directives to display additional game engine
139 values on the game control panel, like the following examples:
140 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
141 - game.panel.penguins - number of penguins to rescue
142 - game.panel.level_name - level name of current level
145 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
148 * added new player option "no centering when relocating" for "invisible"
149 teleportations to level areas that look exactly the same, giving the
150 illusion that the player did not relocate at all (this was the default
151 since 3.2.3, but caused visual problems with room creation in "Zelda")
152 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
155 * improved menu fading, adding separate fading definitions for entering
156 and leaving a menu and for fading between menu and "content" screens
157 * fixed small bug with recognizing also ".font_xyz" style definitions
160 * improved menu fading, adding separate fading definitions for fading
161 between menu screens and fading between menu and "destination" screens
164 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
165 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
166 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
167 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
169 * improved title fading, allowing fading animation types "none", "fade"
170 and "crossfade" (including cross-fading of last title to main menu)
173 * added configurability of graphics, sounds and music for title screens,
174 which are separated into initial title screens (only shown once at
175 program startup) and title screens shown for a given level set; these
176 title screens can be composed of up to five title images and up to
177 five title text messages (each drawn using an optional background
178 image), also using background music and/or sounds; aspects like
179 background images, sounds and music of title screens can either be
180 defined generally (valid for all title screens) or specifically (and
181 therefore differently for each title screen) using these directives:
183 to define a background image, sound or music file for all screens:
184 - background.TITLE_INITIAL (for all title screens for game startup)
185 - background.TITLE (for all title screens for level sets)
187 to define a background image, sound or music file for a single screen:
188 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
189 - background.titlescreen_x (with x in 1,2,3,4,5)
190 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
191 - background.titlemessage_x (with x in 1,2,3,4,5)
193 to define the title screen images:
194 - titlescreen_initial_x (with x in 1,2,3,4,5)
195 - titlescreen_x (with x in 1,2,3,4,5)
197 to define the title text messages, place text files into the level set
198 directory that have the following file names:
199 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
200 - titlemessage_x.txt (with x in 1,2,3,4,5)
202 to define the properties of the text messages, either use directives
203 that affect all text messages:
204 - [titlemessage_initial].<suffix>
205 - [titlemessage].<suffix>
206 or use directives that affect single text messages:
207 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
208 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
210 valid values for <suffix> are the same as for readme.<suffix> below;
211 use ".sort_priority" (default: 0) to define an arbitrary order for
212 title images and title messages (which can therefore be mixed)
215 * added full configurability of "readme.txt" screen appearance:
216 - readme.x: <left position used with alignment>
217 - readme.y: <top position>
218 - readme.width: <maximim text width in pixels>
219 - readme.height: <maximum text height in pixels>
220 - readme.chars: <maximum number of chars per line>
221 - readme.lines: <maximum number of lines displayed>
222 - readme.align: left,center,right (default: center)
223 - readme.top: top,middle,bottom (default: top)
224 - readme.font: font name
225 - readme.autowrap: true,false (default: true)
226 - readme.centered: true,false (default: false)
227 - readme.parse_comments: true,false (default: true)
228 - readme.sort_priority: (not used here, but only for title screens)
229 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
230 default), they are automatically determined from "readme.width" and
231 "readme.height" accordingly; when they are not "-1", they have
232 precedence over "readme.width" and "readme.height"
233 * added internal ad-hoc config settings for displaying text files like
234 title messages or "readme.txt" style level set info files:
235 - .font: font name (default: readme.font)
236 - .autowrap: true,false (default: readme.autowrap)
237 - .centered: true,false (default: readme.centered)
238 - .parse_comments: true,false (default: readme.parse_comments)
239 (the leading '.' and the separating ':' are mandatory here); to use
240 these ad-hoc settings, they have to be written inside a comment, like
241 "# .autowrap: false" or "# .centered: true"; these settings then
242 override the above global settings (they can even be used more than
243 once, like "# .centered: true", then some text that should be drawn
244 centered, then "# .centered: false" to go back to non-centered text;
245 important note: after using "# .parse_comments: false", or when using
246 "readme.parse_comments: false", detecting and parsing comments inside
247 the file is disabled and comments are just printed like normal text;
248 also be aware that all automatic text size calculations are done with
249 the font defined in "readme.font", while using different fonts using
250 "# .font: <font>" inside the text file may cause unexpected results
253 * changed some numerical limits in the level editor from 255 to 999
256 * added option "system.sdl_videodriver" to select SDL video driver
257 * added output of SDL video and audio driver to "version info" page
260 * added group element drawing to IntelliDraw drawing functions
261 * fixed animation resetting problem again (last try broke Snake Bite)
262 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
265 * added new (special) "include: <filename>" directive that works in all
266 configuration files (like "graphicsinfo.conf") and that has the same
267 effect as if that directive would be replaced with the content of the
268 specified file (this can be useful to split large configuration files
269 into several smaller ones and include them from one main file, or to
270 store configuration settings that always stay the same into a separate
271 file, while including it and only add those parts that really change)
274 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
277 * fixed bug in "InitMovingField()" where treating an integer array as
278 boolean caused wrong resetting of animations while elements are moving
279 * fixed problem with resetting animations when starting element change
282 * added sort priority for order of title screens and title messages
285 * changed end of game again: do not wait for the user to press a key
286 anymore, but directly ask/confirm tape saving and go to hall of fame
287 * re-enabled quitting of lost game by pressing space or return again
288 * added blanking of mouse pointer when displaying title screens
289 * added remaining menu draw offset definitions for info sub-screens
292 * added setup option to select game speed (from very slow to very fast)
293 * improved handling of title text messages (initial and for level set)
296 * added new options "auto-wrap" and "centered" for DC2 style envelopes
299 * fixed displaying and typing of player name when it is centered
300 * added special characters to be allowed for player name (not only A-Z)
303 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
304 (newer versions of the SDL library seem to not like this anymore)
307 * added code for configuration directives for control of game panel
310 * fixed small cosmetical bug with underlining property tabs in editor
313 * fixed small drawing bug in X11FadeRectangle
314 * added new elements for newly supported Diamond Caves II levels:
315 - EM/DC style exits that disappear after passing
316 - white key and gate (one white key needed for each white gate)
317 - fake gate (there is no key to open/pass this kind of gate!)
318 - extended magic wall which also handles pearls and crystals
322 * changed maximum value for endless loop detection to a higher value
323 (some levels really used very deep recursion without being endless)
326 * added new elements for newly supported Diamond Caves II levels:
327 - growing steel walls
328 - snappable land mine
331 * added new elements for newly supported Diamond Caves II levels:
332 - steel text elements
335 * added level file loader for native Diamond Caves II levels
338 * version number set to 3.2.4
341 * version 3.2.3 released
344 * fixed malloc/free bug when updating EMC artwork entries in level list
345 * added workaround (warning and request to quit the current game) when
346 changing elements cause endless recursion loop (which would otherwise
347 freeze the game, causing a crash-like program exit on some systems)
350 * fixed nasty string overflow bug when entering too long envelope text
353 * added feedback sounds for menu navigation "menu.item.activating" and
354 "menu.item.selecting" (for highlighting and executing menu entries)
357 * improved "no scrolling when relocating" to also consider scroll delay
358 (meaning that the player is not automatically centered in this case;
359 this makes it possible to "invisibly" relocate the player to a region
360 of the level playfield which looks the same as the old level region)
361 * fixed bug with not recognizing "main.input.name.align" when active
364 * fixed bug with displaying masked borders over title screens when
365 screen fading is disabled
368 * fixed infinite loop / crash bug when killing the player while having
369 a CE with the setting "kill player X when explosion of <player X>"
370 * added special editor graphic for "char_space" to distinguish it from
371 "empty_space" when editing a level (in-game graphics still the same)
374 * fixed nasty bug with initialization only done for the first player
377 * small change to handle loading empty element/content list micro chunks
380 * uploaded pre-release (test) version 3.2.3-0 binary and source code
383 * some optimizations on startup speed by reducing initial text output
386 * added caching of custom artwork information for faster startup times
389 * fixed graphical bug when using fewer menu entries on level selection
390 screen than usual (with "menu.list_size.LEVELS" directive)
391 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
392 the backbuffer to the backbuffer by error (with identical rectangle)
395 * fixed bug when displaying titlescreen with size less than element tile
396 * fixed bug that caused elements with "change when digging <e>" event
397 to change for _every_ digged element, not only those specified in <e>
398 * fixed bug that caused impact style collision when dropping element one
399 tile over the player that can both fall down and smash players
400 * fixed bug that caused impact style collision when element changed to
401 falling/smashing element over the player immediately after movement
404 * fixed bug that allowed making engine snapshots from the level editor
407 * fixed bugs with player name and current level positions on main screen
410 * added configuration directives for control of title screens:
411 - "title.fade_delay" for fading time
412 - "title.post_delay" for pause between screens (when not crossfading)
413 - "title.auto_delay" to automatically continue after some time
414 these settings can each be overridden by specifying them with titles:
415 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
416 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
417 fading mode can also be specified:
418 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
419 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
420 default is using normal fading for menues and initial title screens,
421 while using cross-fading for level set title screens
422 * fixed bug with background not drawn in Hall of Fame after game was won
425 * added configuration directives for the remaining main menu items
428 * added additional configuration directives for info screen draw offset:
429 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
430 * added additional configuration directives for preview info text
431 * limited mouse wheel sensitive screen area to scrollable screen area
434 * added highlighted menu text entries to menu navigation when selected
437 * fixed bug that prevented player from correctly being created in the
438 top left corner by a custom element change in a level without player
439 * fixed bug that prevented player from being killed when indestructible,
440 non-walkable element is placed on player position by extended change
441 * added configurable menu button, text and input positions to main menu
444 * added page fading effects for remaining info sub-screens
445 * fixed small bug that caused some delays when answering door request
448 * added directives "border.draw_masked.*" for menu/playfield area and
449 door areas to display overlapping/masked borders from "global.border"
452 * fixed bug with CE with move speed "not moving" not being animated
453 * when changing player artwork by CE action, reset animation frame
456 * fixed bug with not unmapping main menu screen gadgets on other screens
457 * fixed bug with un-pausing a paused game by releasing still pressed key
458 * fixed bug with not redrawing screen when toggling to/from fullscreen
459 mode while fast reloading tape (without redrawing playfield contents)
460 * fixed bug with quick-saving tape snapshot despite answering with "no"
463 * version number set to 3.2.3
466 * version 3.2.2 released
469 * fixed bug with redrawing screen in fullscreen mode after quick tape
470 reloading when using the EMC game engine
471 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
474 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
477 * added engine snapshot functionality for instant tape reloading (this
478 only works for the last tape saved using "quick save", and does not
479 work across program restarts, because it completely works in memory)
482 * version number set to 3.2.2
485 * version 3.2.1 released
488 * fixed nasty bugs with handling error message file on Mac OS X systems
491 * general code cleanup (removing many annoying "#if 0" blocks etc.)
494 * fixed bug that caused broken tapes when manually appending to tapes
495 using the "pause before death" functionality, followed by recording
496 * added setup option to disable fading of screens for faster testing
499 * code cleanup of new fading functions
502 * changed behaviour after solved game -- do not immediately stop engine
503 * added some more smooth screen fadings (game start, hall of fame etc.)
506 * fixed bug with displaying pushed CE with value/score/delay anim_mode
509 * added configurable level preview position, tile size and dimensions
510 * added configurable game panel value positions (gems, time, score etc.)
513 * fixed small bug with time displayed incorrectly when collecting CEs
516 * fixed bug with bumpy scrolling with EM engine in double player mode
519 * added compatibility code to fix "Snake Bite" style levels that were
520 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
523 * fixed bug with scrollbars inside editor when using the Windows mouse
524 enhancement tool "True X-Mouse" (which injects key events to the event
525 queue to insert selected stuff into the Windows clipboard, which gets
526 confused with the "Insert" key for jumping to the last editor cascade
527 block in the element list)
528 * added Rocks'n'Diamonds icon for use as window icon to SDL version
529 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
532 * added selection of preferred fullscreen mode to setup / graphics menu
533 (useful if default mode 800 x 600 does not match screen aspect ratio)
536 * improved down-scaling of images for better editor and preview graphics
537 * changed user data directory for Mac OS X from Unix style to new place
540 * improved level number selection in main menu and player selection in
541 setup menu (input devices section) by using standard button gadgets
542 * added support for mouse scroll wheel (caused buggy behaviour before)
543 * added support for scrolling horizontal scrollbars with mouse wheel by
544 holding "Shift" key pressed while scrolling the wheel
545 * added support for single step mouse wheel scrolling by holding "Alt"
546 key pressed while scrolling the wheel (can be combined with "Shift")
547 * changed output file "stderr.txt" on Windows platform now always to be
548 created in the R'n'D sub-directory of the personal documents directory
549 * added Windows message box to direct to "stderr.txt" after error aborts
552 * improved general scrollbar handling (when jump-scrolling scrollbars)
555 * changed scrollbars to always show last line as first after scrolling
556 (that means jumping n - 1 screen lines instead of n screen lines)
559 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
560 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
561 * fixed special handling of vertically stacked acid becoming fake acid
564 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
565 affect multiple instances of the same CE, although this kind of
566 change condition usually only affects one single custom element
569 * version number set to 3.2.1
572 * version 3.2.0 released
575 * reorganized level editor element list a bit to match engines better
578 * fixed newly introduced bug with wrongly initializing clipboard element
581 * fixed bug with displaying visible/invisible level border in editor
584 * reorganized some elements in the level editor element list
587 * fixed bug with displaying any player as "yellow" when moving into acid
588 * fixed bug with displaying running player when player stopped at border
591 * fixed bug with player exploding when moving into acid
592 * fixed bug with level settings being reset in editor and when playing
593 (some compatibility settings being set not only after level loading)
594 * fixed crash bug when number of custom graphic frames was set to zero
595 * fixed bug with teleporting player on walkable tile not working anymore
596 * added partial compatibility support for pre-release-only "CONF" chunk
597 (to make Alan Bond's "color cycle" demo work again :-) )
600 * fixed some bugs when displaying title screens from info screen menu
601 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
604 * changed file major version to 3 to reflect level file format changes
605 * uploaded pre-release (test) version 3.2.0-8 binary and source code
608 * added new chunk "NAME" to level file format for level name settings
609 * added new chunk "NOTE" to level file format for envelope settings
610 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
611 * updated magic(5) file to recognize changed and new level file chunks
612 * removed change events "change when CE value/score changes" as unneeded
615 * changed gravity (which only affects the player) from level property
616 to player property (only makes a difference in multi-player levels)
617 * added change events "change when CE value/score changes"
618 * added change events "change when CE value/score changes of <element>"
621 * added new chunk "INFO" to level file format for global level settings
622 * added all element settings from "HEAD" chunk to "CONF" chunk
623 * added all global level settings from "HEAD" chunk to "INFO" chunk
626 * changed level file format by adding two new chunks "CUSX" (for custom
627 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
628 elements, replacing the previous "GRP1" chunk); these new IFF style
629 chunks use the new and flexible "micro chunks inside chunks" technique
630 already used with the new "CONF" chunk (for normal element properties)
631 which makes it possible to easily extend the existing level format
632 (instead of using fixed-length chunks like before, which are either
633 too big due to reserved bytes for future use, or too small when those
634 reserved bytes have all been used and even more data should be stored,
635 requiring the replacement by new and larger chunks just like it went
636 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
639 * added credits pages to the "credits" section that were really missing
640 * added some missing element descriptions to the level editor
641 * added down position of switchgate switch to the level editor
642 and allowed the use of both switch positions at the same time
643 * changed use of "Insert" and "Delete" keys to navigate element list in
644 level editor to start of previous or next cascading block of elements
647 * added the possibility to view the title screen to the info screen menu
648 * fixed some minor bugs with viewing title screens
651 * fixed bug with title (cross)fading in/out when using fullscreen mode
654 * fixed bug that forced re-defining of menu settings in local graphics
655 config file which are already defined in existing base config file
656 * fixed small bug that caused door sounds playing when music is enabled
659 * added the possibility to define up to five title screens for each
660 level set that are displayed after loading using (cross)fading in/out
661 (this was added to display the various start images of the EMC sets)
664 * added "CE score gets zero [of]" to custom element trigger conditions
665 * added setup option to display element token name in level editor
668 * added compatibility code for Juergen Bonhagen's menu artwork settings
671 * fixed bug with displaying wrong animation frame 0 after CE changes
672 * fixed bug with creating invisible elements when light switch is on
675 * added selection between ECS and AGA graphics for EMC levels to setup
678 * adjusted font handling for various narrow EMC style fonts
681 * changed EM engine behaviour back to re-allow initial rolling springs
684 * fixed handling of over-large selectboxes (less error-prone now)
685 * fixed bug when creating GE with walkable element under the player
688 * added use of "Insert" and "Delete" keys to navigate element list in
689 level editor to start of custom elements or start of group elements
690 * added virtual elements to access CE value and CE score of elements:
691 - "CE value of triggering element"
692 - "CE score of triggering element"
693 - "CE value of current element"
694 - "CE score of current element"
697 * fixed "grass" to "sand" in older EM levels (up to file version V4)
700 * changed behaviour of network games with internal errors (because of
701 different client frame counters) from immediately terminating R'n'D
702 to displaying an error message requester and stopping only the game
703 (also to prevent impression of crashes under non command-line runs)
704 * fixed playing network games with the EMC engine (did not work before)
705 * fixed bug with not scrolling the screen in multi-player mode with the
706 focus on player 1 when all players are moving in different directions
707 * fixed bug with keeping pointer to gadget even after its deallocation
708 * fixed bug with allowing "focus on all players" in network games
709 * fixed bug with player focus when playing tapes from network games
712 * uploaded pre-release (test) version 3.2.0-7 binary and source code
715 * code cleanup for game action control for R'n'D and EMC game engine
718 * fixed bug in multi-player movement with focus on both players
719 * added option to control only the focussed player with all input
722 * added player focus switching to level tape recording and re-playing
725 * fixed some bugs in player focus switching in EMC and RND game engine
728 * added special Supaplex animations for Murphy digging and snapping
729 * added special Supaplex animations for Murphy being bored and sleeping
732 * added four new yam yams with explicit start direction for EMC engine
733 * fixed bug in src/libgame/text.c with printing text outside the window
736 * fixed small bug in EMC level loader (copyright sign in EM II levels)
739 * added delayed ignition of EM style dynamite when used in R'n'D engine
740 * added limited movement range to EMC engine when focus on all players
743 * fixed bug with missing (zero) score values for native Supaplex levels
746 * added "continuous snapping" (snapping many elements while holding the
747 snap key pressed, without releasing the snap key after each element)
748 as a new player setting for more compatibility with the classic games
751 * finished scrolling for "focus on all players" in EMC graphics engine
754 * level sets with "levels: 0" are ignored for levels, but not artwork
755 * fixed bug when scanning empty level group directories (endless loop)
758 * fixed bug with explosion graphic for player using "Murphy" graphic
759 * fixed bug with explosion graphic if player leaves explosion in time
760 * changed some descriptive text in setup menu to use medium-width font
761 * added key shortcut settings for switching player focus to setup menu
764 * fixed bug with random value initialization when recording tapes
765 * fixed bug with playing single player tapes when team mode activated
768 * fixed little bug when trying to switch to player that does not exist
771 * added player switching (visual and quick) to R'n'D and EM game engine
772 * added setup option to select visual or quick in-game player switching
775 * added use of "Home" and "End" keys to handle element list in editor
778 * fixed bug with adding score when playing tape with EMC game engine
779 * added steel wall border for levels using EMC engine without border
780 * finally fixed delayed scrolling in EMC engine also for small levels
783 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
786 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
787 * fixed bug when displaying info element without action, but direction
790 * fixed minor graphical problems with springs smashing and slurping
791 (when using R'n'D style graphics instead of EMC style graphics)
794 * added scroll delay (as configured in setup) to EMC graphics engine
797 * improved screen redraw for EMC graphics engine (faster and smoother)
798 * when not scrolling, do not redraw the whole playfield if not needed
801 * added multi-player mode for EMC game engine (with up to four players)
804 * added android (can clone elements) from EMC engine to R'n'D engine
807 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
810 * added selectbox for initial player speed to player settings in editor
813 * version 3.1.2 created that is basically version 3.1.1, but with a
814 major bug fixed that prevented editing your own private levels
815 * version 3.1.2 released
818 * added magic ball (creates elements) from EMC engine to R'n'D engine
821 * uploaded fixed pre-release version 3.2.0-6 binary and source code
824 * fixed bug when using "CE can leave behind <trigger element>"
825 * added new change condition "(after/when) creation of <element>"
826 * added new change condition "(after/when) digging <element>"
827 * fixed bug accessing invalid gadget that caused crashes under Windows
828 * deactivated new possibility for multiple CE changes per frame
831 * uploaded pre-release (test) version 3.2.0-6 binary and source code
834 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
835 * fixed bug with not keeping CE value for moving CEs with only action
836 * changed CE action selectboxes in editor to be only reset when needed
839 * added option "use artwork from element" for custom player artwork
840 * added option "use explosion from element" for player explosions
843 * added cascaded element lists in the level editor
844 * added persistence for cascaded element lists by "editorcascade.conf"
845 * added dynamic element list with all elements used in current level
846 * added possibility for multiple CE changes per frame (experimental)
849 * uploaded pre-release (test) version 3.2.0-5 binary and source code
852 * changed "score for each 10 seconds/steps left" to "1 second/step"
853 * added own score for collecting "extra time" instead of sharing it
854 * added change events "switched by player" and "player switches <e>"
855 * added change events "snapped by player" and "player snaps <e>"
856 * added "set player artwork: <element choice>" to CE action options
857 * added change event "move of <element>"
860 * added "set player shield: off / normal / deadly" to CE action options
861 * added new player option "use level start element" in level editor
862 to set the correct focus at level start to elements from which the
863 player is created later (this did not work before for cascaded CE
864 changes resulting in creation of the player; it is now also possible
865 to create the player from a yam yam which is smashed at level start)
868 * added "set player speed: frozen (not moving)" to CE action options
869 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
872 * added new player option "block snap field" (enabled by default) to
873 make it possible to show a snapping animation like in Emerald Mine
876 * added dynamic selectboxes to custom element action settings in editor
877 * added "CE value" counter for custom elements (instead of "CE count")
878 * added option to use the last "CE value" after custom element change
879 * added option to use the "CE value" of other elements in CE actions
880 * fixed odd behaviour when pressing time orb in levels w/o time limit
881 * added checkbox "use time orb bug" for older levels that use this bug
884 * added missing configuration settings for the following elements:
885 - EL_TIMEGATE_SWITCH (time of open time gate)
886 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
887 - EL_SHIELD_NORMAL (time of shield duration)
888 - EL_SHIELD_DEADLY (time of shield duration)
889 - EL_EXTRA_TIME (time added to level time)
890 - EL_TIME_ORB_FULL (time added to level time)
893 * added "wind direction" as a movement pattern for custom elements
894 * added initial wind direction for balloon / custom elements to editor
895 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
898 * added parameters for "game of life" and "biomaze" elements to editor
901 * added level file chunk "CONF" for generic level and element settings
904 * uploaded pre-release (test) version 3.2.0-4 binary and source code
907 * skip empty level sets (with "levels: 0"; may be artwork base sets)
908 * added sound action ".page[1]" to ".page[32]" for each CE change page
911 * added image config suffix ".clone_from" to copy whole image settings
912 * fixed bug with invalid ("undefined") CE settings in old level files
915 * fixed graphical bug with smashing elements falling faster than player
918 * fixed major bug which prevented private levels from being edited
919 * fixed bug with precedence of general and special font definitions
922 * fixed graphical bug with player animation when player moves slowly
925 * uploaded pre-release (test) version 3.2.0-3 binary and source code
928 * fixed bug which prevented "global.num_toons: 0" from working
931 * major code cleanup (removed all these annoying "#if 0" blocks)
934 * added custom element actions for CE change page in level editor
937 * fixed music initialization bug in init.c (thanks to David Binderman)
938 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
939 (this bug must probably be fixed at other places, too)
942 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
943 (should be '#include <SDL.h>' instead)
946 * fixed bug which prevented "walkable from no direction" from working
947 (due to compatibility code overwriting this setting after loading)
950 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
953 * version number temporarily set to 3.1.1 (intermediate bugfix release)
954 * version 3.1.1 released
957 * changed some va_arg() arguments from 'long' to 'int', fixing problems
958 on 64-bit architecture systems with LP64 data model
961 * fixed bug with bombs not exploding when hitting the last level line
962 (introduced after the release of 3.1.0)
965 * added support for dumping small-sized level sketches from editor
968 * added recognition of "trigger element" for "change digged element to"
969 (this is not really what the "trigger element" was made for, but its
970 use may seem obvious for leaving back digged elements unchanged)
973 * fixed multiple warnings about failed joystick device initialization
976 * fixed bug with dynamite dropped on top of just dropped custom element
977 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
978 dynamite can still be dropped, but drop key must be released before
981 * fixed bug with wrong start directory when started from file browser
982 (due to this bug, R'n'D could not be started from KDE's Konqueror)
985 * fixed bug causing "change when impact" on player not working
986 * fixed wrong priority of "hitting something" over "hitting <element>"
987 * fixed wrong priority of "hit by something" over "hit by <element>"
990 * fixed graphical bug which caused the player (being Murphy) to show
991 collecting animations although the element was collected by penguin
994 * fixed two bugs causing wrong door background graphics in system.c
995 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
998 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
999 * added "no direction" to "walkable/passable from" selectbox options
1002 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1003 * in tape autoplay, not only report broken, but also missing tapes
1006 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1009 * fixed small bug with "linear" animation not working for active lamp
1012 * fixed bug with moving up despite gravity due to "block last field"
1013 * fixed small bug with wrong draw offset when typing name in main menu
1014 * when reading user names from "passwd", ignore data after first comma
1015 * when creating new "levelinfo.conf", only write some selected entries
1018 * fixed displaying "imported from/by" on preview with empty string
1019 * fixed ignoring draw offset for fonts used for level preview texts
1022 * fixed a delay problem with SDL and too many mouse motion events
1023 * added setup option "skip levels" and level skipping functionality
1026 * added move speed "not moving" for non-moving CEs, but with direction
1029 * fixed mapping of obsolete element token names in "editorsetup.conf"
1030 * fixed bug with sound "acid.splashing" treated as a loop sound
1031 * fixed some little sound bugs in native EM engine
1034 * fixed small bug when dragging scrollbars to end positions
1037 * added editor element descriptions written by Aaron Davidson
1040 * improved fallback handling when configured artwork is not available
1041 (now using default artwork instead of exiting when files not found)
1044 * fixed bug on level selection screen when dragging scrollbar
1047 * fixed bug which caused broken tapes when appending to EM engine tapes
1050 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1053 * added code to replace changed artwork config tokens with other tokens
1054 (needed for backwards compatibility, so that older tokens still work)
1057 * added native R'n'D graphics for some new EMC elements in EM engine
1060 * fixed some bugs in the EM engine integration code
1061 * changed EM engine code to allow diagonal movement
1062 * changed EM engine code to allow use of separate snap and drop keys
1065 * fixed some redraw bugs when using EM engine
1068 * fixed bug with not converting RND levels which are set to use native
1069 engine to native level structure when loading
1072 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1075 * version number set to 3.2.0
1078 * level data now reset to defaults after attempt to load invalid file
1081 * added use of "editorsetup.conf" for different level sets
1084 * added auto-detection for various types of Emerald Mine level files
1087 * fixed bug with scrollbars getting too small when list is very large
1090 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1093 * added most level editor configuration gadgets for new EMC elements
1096 * added more element and graphic definitions for new EMC elements
1099 * modified native EM engine to use integrated R'n'D sound system
1102 * added SDL support to graphics functions in native EM engine
1103 (by always using generic libgame interface functions)
1106 * fixed bug in frame synchronization in native EM engine
1109 * added code to convert levels between R'n'D and native EM engine
1112 * new Emerald Mine engine can now play levels selected in main menu
1115 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1116 (which creates scaled down graphics for level editor and preview);
1117 there's still a memory leak somewhere in the artwork handling code
1118 * added "scale image up" functionality to X11 version of zoom function
1121 * first attempts to integrate new, native Emerald Mine Club engine
1124 * fixed bug in gadget code which caused reset of CEs in level editor
1125 (example: pressing 'b' [grab brush] on CE config page erased values)
1126 (solution: check if gadgets in ClickOnGadget() are really mapped)
1127 * improved level change detection in editor (settings now also checked)
1128 * fixed bug with "can move into acid" and "don't collide with" state
1131 * fixed maze runner style CEs to use the configured move delay value
1134 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1137 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1138 * fixed the above fix because it broke level set "machine" (*sigh*)
1139 * fixed random element placement in level editor to work as expected
1140 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1143 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1146 * fixed bug (missing array boundary check) which caused broken tapes
1147 * fixed bug (when loading level template) which caused broken levels
1148 * fixed bug with new block last field code when using non-yellow player
1151 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1152 * internal change of how the player blocks the last field when moving
1153 * fixed blocking delay of last field for EM and SP style block delay
1154 * fixed bug where the player had to wait for the usual move delay after
1155 unsuccessfully trying to move, when he directly could move after that
1156 * the last two changes should make original Supaplex level 93 solvable
1157 * improved use of random number generator to make it less predictable
1158 * fixed behaviour of slippery SP elements to let slip left, then right
1161 * fixed bug with wrong door state after trying to quickload empty tape
1162 * fixed waste of static memory usage of the binary, making it smaller
1163 * fixed very little graphical bug in Supaplex explosion
1166 * version number set to 3.1.1
1169 * version 3.1.0 released
1172 * fixed bug with crash when writing user levelinfo.conf the first time
1175 * added option "convert LEVELDIR [NR]" to command line batch commands
1176 * re-converted Supaplex levels to apply latest engine fixes
1177 * changed "use graphic/sound of element" to "use graphic of element"
1178 due to compatibility problems with some levels ("bug machine" etc.)
1181 * fixed bug with CE change replacing player with same or other player
1184 * fixed bug with opaque font in envelope with background graphic when
1185 background graphic is not transparent itself
1188 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1189 * corrected original Supaplex level loading code to use these new ports
1190 * also corrected Supaplex loader to auto-count infotrons if set to zero
1193 * fixed bug with missing initialization of "modified" flag for GEs
1196 * fixed bug that caused endless recursion loop when relocating player
1197 * fixed tape recorder bug in "step mode" when using "pause before end"
1198 * fixed tape recorder bug when changing from "warp forward" mode
1201 * fixed bug with "when touching" for pushed elements at last position
1204 * fixed bug that caused two activated toolbox buttons in level editor
1205 * fixed bug with exploding dynabomb under player due to other explosion
1208 * fixed bug with creating walkable custom element under player (again)
1209 * fixed bug with not copying explosion type when copying CEs in editor
1210 * fixed graphical bug when drawing player in setup menu (input devices)
1211 * fixed graphical bug when the player is pushing an accessible element
1212 * fixed bug with classic switchable elements triggering CE changes
1213 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1214 * fixed crash bug when CE leaves behind the trigger player element
1217 * fixed bug with broken tubes after placing/exploding dynamite in them
1218 * fixed bug with exploding dynamite under player due to other explosion
1219 * fixed bug with not resetting push delay under certain circumstances
1222 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1223 * added network multiplayer code for Windows (thanks to Niko Böhm)
1226 * added option "reachable despite gravity" for gravity movement
1227 * changed gravity movement of most classic walkable and passable
1228 elements back to "not reachable" (for compatibility reasons)
1231 * fixed (removed) "indestructible" / "can explode" dependency in editor
1232 * fixed (removed) "accessible inside" / "protected" dependency
1233 * fixed (removed) "step mode" / "shield time" dependency
1236 * fixed dynabombs exploding now into anything diggable
1237 * fixed Supaplex style gravity movement into buggy base now impossible
1238 * added pressing key "space" as valid action to select menu options
1241 * added "replace when walkable" to relocate player to walkable element
1242 * added "enter"/"leave" event for elements affected by relocation
1243 * fixed "direct"/"indirect" change order also for "when change" event
1244 * fixed graphical bug when pushing things from elements walkable inside
1247 * fixed graphic bug when player is snapping while moving in old levels
1248 * fixed bug when a moving custom element leaves a player element behind
1249 * fixed bug with mole not disappearing when moving into acid pool
1250 * fixed bug with incomplete path setting when using "--basepath" option
1251 * moving CE can now leave walkable elements behind under the player
1252 * when relocating, player can be set on walkable element now
1253 * fixed another gravity movement bug
1256 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1259 * added "collectible" and "removable" to extended replacement types
1260 (where "removable" replaces "diggable" and "collectible" elements)
1261 * added "collectible & throwable" (to throw element to the next field)
1262 * fixed bug with CEs digging elements that are just about to explode
1263 * changed mouse cursor now always being visible when game is paused
1266 * added possibility to push/press accessible elements from a side that
1268 * fixed bug with not setting actual date when appending to tape
1271 * fixed bug with incorrectly initialized custom element editor graphics
1274 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1275 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1278 * fixed bug with destroyed robot wheel still attracting robots forever
1279 * fixed bug with time gate switch deactivating after robot wheel time
1280 (while the time gate itself is not affected by this misbehaviour)
1281 * changed behaviour of BD style amoeba to always get blocked by player
1282 (before it was different when there were non-BD elements in level)
1283 * fixed bug with player destroying indestructable elements with shield
1286 * added option to make growing elements grow into anything diggable
1287 (for the various amoeba types, biomaze and "game of life")
1290 * fixed bug with movable elements not moving after left behind by CEs
1291 * changed gravity movement to anything diggable, not only sand/base
1292 * optionally allowing passing to walkable element, not only empty space
1293 * added option "can pass to walkable element" for players
1294 * finally fixed gravity movement (hopefully)
1297 * fixed bug with movable elements not moving anymore after falling down
1300 * fixed another bug with custom elements digging and leaving elements
1301 * fixed bug with "along left/right side" and automatic start direction
1302 * trigger elements now also displayed when "more custom" deactivated
1303 * fixed bug with clipboard element initialized when loading new level
1304 * added option "drop delay" to set delay before dropping next element
1307 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1310 * added copy and paste functions for custom change pages
1311 * enhanced graphical display and functionality of tape recorder
1312 * fixed bug with custom elements digging and leaving elements
1315 * added move speed faster than "very fast" for custom elements
1316 * fixed bug with 3+3 style explosions and missing border content
1317 * fixed little bug when copying custom elements in the editor
1318 * enhanced custom element changes by more side trigger actions
1321 * added option "no scrolling when relocating" for instant teleporting
1322 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1325 * added trigger element and trigger player to use as target elements
1326 * added copy and paste functions for custom and group elements
1329 * fixed graphical bug when displaying explosion animations
1330 * fixed bug when appending to tapes, resulting in broken tapes
1331 * re-recorded a few tapes broken by fixing gravity checking bug
1334 * "can move into acid" property now for all elements independently
1335 * "can fall into acid" property for player stored in same bitfield now
1336 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1337 * version number set to 3.1.0 (finally!)
1340 * changed tape recording to only record input, not programmed actions
1343 * fixed totally broken (every 8th frame skipped) step-by-step recording
1344 * fixed bug with requester not displayed when quick-loading interrupted
1345 * added option "can fall into acid (with gravity)" for players
1346 * fixed bug with player not falling when snapping down with gravity
1349 * fixed bug which messed up key config when using keypad number keys
1352 * fixed bug which allowed moving upwards even when gravity was active
1353 * fixed bug with missing error handling when dumping levels or tapes
1356 * added different colored editor graphics for Supaplex gravity tubes
1359 * fixed bug that allowed solvable tapes for unsolvable levels
1362 * use unlimited number of droppable elements when "count" set to zero
1363 * added option to use step limit instead of time limit for level
1366 * added player and change page as trigger for custom element change
1369 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1372 * fixed bug with dark yamyam changing to acid when moving over acid
1373 * fixed handling of levels with more than 999 seconds level time
1374 (example: level 76 of "Denmine")
1377 * "spring push bug" reintroduced as configurable element property
1378 * fixed bug with missing properties for "mole"
1379 * fixed bug that showed up when fixing the above "mole" properties bug
1380 * added option "can move into acid" for all movable elements
1381 * fixed graphical bug for elements moving into acid
1382 * changed event handling to handle all pending events before going on
1385 * fixed bug which caused all CE change pages to be ignored which had
1386 the same change event, but used a different element side
1387 (reported by Simon Forsberg)
1389 * fixed bug which caused elements that can move and fall and that are
1390 transported by a conveyor belt to continue moving into that direction
1391 after leaving the conveyor belt, regardless of their own movement
1392 type; only elements which can not move are transported now
1393 (reported by Simon Forsberg)
1395 * fixed bug which could cause an array overflow in RelocatePlayer()
1396 (reported by Niko Böhm)
1398 * changed Emerald Mine style "passable / over" elements to "protected"
1399 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1401 * added new option to select from which side a "walkable/passable"
1402 element can be entered
1405 * added explosion and ignition delay for elements that can explode
1408 * fixed bug which caused player not being protected against enemies
1409 when a CE was "walkable / inside" and was not "indestructible"
1410 * added "walkable/passable" fields to be "protected/unprotected"
1411 against enemies, even if not accessible "inside" but "over/under"
1414 * corrected move pattern to 32 bit and initial move direction to 8 bit
1417 * added second custom element base configuration page
1420 * added some special EMC mappings to Emerald Mine level loader
1421 (also covering previously unknown element in level 0 of "Bondmine 8")
1424 * added option to block last field when player is moving (for Supaplex)
1425 * adjusted push delay of Supaplex elements
1426 * removed delays for envelopes etc. when replaying with maximum speed
1427 * fixed bug when dropping element on a field that just changed to empty
1430 * fixed bug: infotrons can now smash yellow disks
1431 * fixed bug: when gravity active, port above player can now be entered
1432 * removed "one white dot" mouse pointer which irritated some people
1435 * added "choice type" for group element selection
1438 * fixed bug with initial invulnerability of non-yellow player
1441 * added level loader for loading native Supaplex packed levels
1442 (including multi-part levels like the "splvls99" levels)
1445 * fixed bug which allowed creating emeralds by escaping explosions
1448 * custom elements can change (limited) or leave (unlimited) elements
1449 * finally added multiple matches using group elements
1450 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1453 * added new start movement type "previous" for continued CE movement
1454 * added new start movement type "random" for random CE movement start
1457 * added new element "sokoban_field_player" needed for Sokoban levels
1458 (thanks to Ed Booker for pointing this out!)
1461 * added elements that can be digged or left behind by custom elements
1464 * added group elements for multiple matches and random element creation
1467 * fixed some graphical errors displayed in old levels
1470 * fixed wrong double speed movement after passing closing gates
1473 * added level loader for loading native Emerald Mine levels
1476 * changes for "shooting" style CE movement
1479 * Happy New Year! ;-)
1482 * changed default snap/drop keys from left/right Shift to Control keys
1485 * fixed bug with dead player getting reanimated from custom element
1488 * fixed bug with wrong penguin graphics (when entering exit)
1491 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1494 * version number set to 3.0.9
1497 * version 3.0.8 released
1500 * added function checked_free()
1503 * fixed bug with double nut cracking sound
1504 (by eliminating "default element action sound" assignment in init.c)
1507 * fixed crash when no music info files are available
1510 * fixed boring and sleeping sounds
1513 * added "maze runner" and "maze hunter" movement types
1514 * added extended collision conditions for custom elements
1517 * added warnings for undefined token values in artwork config files
1520 * added menu entry for level set information to the info screen
1523 * fixed bug with wrong default impact sound for colored emeralds
1526 * added several sub-screens for the info screen
1527 * menu text now also clickable (not only blue/red sphere left of it)
1530 * added configurable "bored" and "sleeping" animations for the player
1531 * added "awakening" sound for player when waking up after sleeping
1534 * added "copy" and "exchange" functions for custom elements to editor
1537 * added configurable element animations for info screen
1540 * added configurable music credits for info screen
1543 * finally fixed tape recording when player is created from CE change
1546 * added "editorsetup.conf" for editor element list configuration
1549 * added "musicinfo.conf" for menu and level music configuration
1552 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1553 (that only showed up on Linux, but not on Windows systems)
1556 * fixed turning movement of butterflies and fireflies (no frame reset)
1557 * enhanced sniksnak turning movement (two steps instead of only one)
1560 * version number set to 3.0.8
1563 * version 3.0.7 released
1566 * fixed reset of player animation frame when, for example,
1567 walking, digging or collecting share the same animation
1568 * fixed CE with "deadly when touching" exploding when touching amoeba
1571 * fixed tape recording when player is created from CE element change
1574 * introduced "turning..." action graphic for elements with move delay
1575 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1576 * added turning animations for bug, spaceship and sniksnak
1579 * prevent "extended" changed elements from delay change in same frame
1582 * fixed bug when pushing element that can move away to the side
1583 (like pushing falling elements, but now with moving elements)
1586 * finally fixed serious bug in code for delayed element pushing (again)
1589 * unavailable setup options now marked as "n/a" instead of "off"
1590 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1591 to "true", levels are always played with the latest game engine,
1592 which is desired for levels that are imported from other games; all
1593 other levels are played with the engine version stored in level file
1594 (which is normally the engine version the level was created with)
1597 * fixed serious bug in code for delayed element pushing
1598 * fixed little bug in animation frame selection for pushed elements
1599 * speed-up of reading config file for verbose output
1602 * added configuration option for opening and closing Supaplex exit
1603 * added configuration option for moving up/down animation for Murphy
1604 * fixed incorrectly displayed animation for attacking dragon
1605 * fixed bug with not setting initial gravity for each new game
1606 * fixed bug with teleportation of player by custom element change
1607 * fixed bug with player not getting smashed by rock sometimes
1610 * version number set to 3.0.7
1613 * version 3.0.6 released
1616 * added support for MP3 music for SDL version through SMPEG library
1619 * fixed bug when initializing font graphic structure
1620 * fixed bug with animation mode "pingpong" when using only 1 frame
1621 * fixed bug with extended change target introduced in 3.0.5
1622 * fixed bug where passing over moving element doubles player speed
1623 * fixed bug with elements continuing to move into push direction
1624 * fixed bug with duplicated player when dropping bomb with shield on
1625 * added "switching" event for custom elements ("pressing" only once)
1626 * fixed switching bug (resetting flag when not switching but not idle)
1629 * fixed element tokens for certain file elements with ".active" etc.
1632 * version number set to 3.0.6
1635 * version 3.0.5 released
1638 * now four envelope elements available
1639 * font, background, animation and sound for envelope now configurable
1640 * main menu doors opening/closing animation type now configurable
1643 * active/inactive sides configurable for custom element changes
1644 * new movement type "move when pushed" available for custom elements
1647 * fixed bug in multiple config pages loader code that caused crashes
1650 * enhanced (remaining low-resolution) Supaplex graphics
1653 * version number set to 3.0.5
1656 * version 3.0.4 released
1658 2003-09-12 src/tools.c
1659 * fixed bug in custom definition of crumbled element graphics
1661 2003-09-11 src/files.c
1662 * fixed bug in multiple config pages code that caused crashes
1665 * version number set to 3.0.4
1668 * version 3.0.3 released
1671 * added music to Supaplex classic level set
1673 2003-09-07 src/libgame/misc.c
1674 * added support for loading various music formats through SDL_mixer
1676 2003-09-06 (various source files)
1677 * fixed several nasty bugs that may have caused crashes on some systems
1678 * added envelope content which gets displayed when collecting envelope
1679 * added multiple change event pages for custom elements
1681 2003-08-24 src/game.c
1682 * fixed problem with player animation when snapping and moving
1684 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1685 * fixed problem with flickering when drawing toon animations
1687 2003-08-23 src/libgame/sdl.c
1688 * fixed problem with setting mouse cursor in SDL version in fullscreen
1690 2003-08-23 src/game.c
1691 * fixed bug (missing array boundary check) which could crash the game
1694 * version number set to 3.0.3
1697 * version 3.0.2 released
1699 2003-08-21 src/game.c
1700 * fixed bug with creating inaccessible elements at player position
1702 2003-08-20 src/init.c
1703 * fixed bug with not finding current level artwork directory
1705 2003-08-20 src/files.c
1706 * fixed bug with choosing wrong engine version when playing tapes
1707 * fixed bug with messing up custom element properties in 3.0.0 levels
1710 * version number set to 3.0.2
1713 * version 3.0.1 released
1715 2003-08-17 (no source files affected)
1716 * changed all "classic" PCX image files with 16 colors or less to
1717 256 color (8 bit) storage format, because the Allegro game library
1718 cannot handle PCX files with less than 256 colors (contributed
1719 graphics are not affected and might look wrong in the DOS version)
1721 2003-08-16 src/init.c
1722 * fixed bug which (for example) crashed the level editor when defining
1723 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1724 (only set to default) -- invalid graphics now set to default graphic
1726 2003-08-16 src/init.c
1727 * fixed graphical bug of player digging/collecting/snapping element
1728 when no corresponding graphic/animation is defined for this action,
1729 resulting in player being drawn as EL_EMPTY (which should only be
1730 done to elements being collected, but not to the player)
1732 2003-08-16 src/game.c
1733 * fixed small graphical bug of player not totally moving into exit
1735 2003-08-16 src/libgame/setup.c
1736 * fixed bug with wrong MS-DOS 8.3 filename conversion
1738 2003-08-16 src/tools.c
1739 * fixed bug with invisible mouse cursor when pressing ESC while playing
1741 2003-08-16 (various source files)
1742 * added another 128 custom elements (disabled in editor by default)
1744 2003-08-16 src/editor.c
1745 * fixed NULL string bug causing Solaris to crash in sprintf()
1747 2003-08-16 src/screen.c
1748 * fixed drawing over scrollbar on level selection with custom fonts
1750 2003-08-15 src/game.c
1751 * cleanup of simple sounds / loop sounds / music settings
1753 2003-08-08 (various source files)
1754 * added custom element property for dropping collected elements
1756 2003-08-08 src/conf_gfx.c
1757 * fixed bug with missing graphic for active red disk bomb
1759 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1760 * extended variable "level.gravity" to "level.initial_gravity" and
1761 "game.current_gravity" to prevent level setting from being changed
1762 by playing the level (keeping the runtime value after playing)
1764 * fixed graphics bug when digging element that has 'crumbled' graphic
1765 definition, but not 'diggable' graphic definition
1768 * version number set to 3.0.1
1771 * version 3.0.0 released
1774 * various bug fixes; among others:
1775 - fixed bug with pushing spring over empty space
1776 - fixed bug with leaving tube while placing dynamite
1777 - fixed bug with explosion of smashed penguins
1778 - allow Murphy player graphic in levels with non-Supaplex elements
1782 * I have forgotten to document changes for some time
1785 * pre-release version 2.2.0rc1 released
1788 * version number set to 2.1.2
1791 * version 2.1.1 released
1794 * version number set to 2.1.1
1797 * version 2.1.0 released
1800 * version number set to 2.1.0
1802 2002-04-03 to 2002-05-19 (various source files)
1803 * graphics, sounds and music now fully configurable
1804 * bug fixed that prevented walking through tubes when gravity on
1806 2002-04-02 src/events.c, src/editor.c
1807 * Make Escape key less aggressive when playing or when editing level.
1808 This can be configured as an option in the setup menu. (Default is
1809 "less aggressive" which means "ask user if something can be lost"
1810 when pressing the Escape key.)
1812 2002-04-02 src/screen.c
1813 * Added "graphics setup" screen.
1815 2002-04-01 src/screen.c
1816 * Changed "choose level" setup screen stuff to be more generic (to
1817 make it easier to add more "choose from generic tree" setup screens).
1819 2002-04-01 src/config.c, src/timestamp.h
1820 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1821 automatically gets created by "src/Makefile" and contains an actual
1822 compile-time timestamp to identify development versions of the game).
1824 2002-03-31 src/tape.c, src/events.c
1825 * Added quick game/tape save/load functions to tape stuff which can be
1826 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1827 loads previously recorded tape and directly goes into recording mode
1828 from the end of the tape (therefore appending to the tape).
1830 2002-03-31 src/tape.c
1831 * Added "index mark" function to tape recorder. When playing or
1832 recording, "eject" button changes to "index" button. Setting index
1833 mark is not yet implemented, but pressing index button when playing
1834 allows very quick advancing to end of tape (when normal playing),
1835 very fast forward mode (when playing with normal fast forward) or
1836 very fast reaching of "pause before end of tape" (when playing with
1837 "pause before end" playing mode).
1839 2002-03-30 src/cartoons.c
1840 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1842 2002-03-29 src/screen.c
1843 * Changed setup screen stuff to be more generic (to make it easier
1844 to add more setup screens).
1846 2002-03-23 src/main.c, src/main.h
1847 * Various changes due to the introduction of the new libgame files
1848 "setup.c" and "joystick.c".
1850 2002-03-23 src/files.c
1851 * Generic parts of "src/files.c" (mainly setup and level directory
1852 stuff) moved to new libgame file "src/libgame/setup.c".
1854 2002-03-23 src/joystick.c
1855 * File "src/joystick.c" moved to libgame source tree, with
1856 correspondig changes.
1858 2002-03-22 src/screens.c
1859 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1860 (Wrong level series information displayed when entering main group.)
1862 2002-03-22 src/editor.c
1863 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1865 2002-03-22 src/editor.c
1866 * Changed behaviour of "Escape" key in level editor to be more
1867 intuitive: When in "Element Properties" or "Level Info" mode,
1868 return to "Drawing Mode" instead of leaving the level editor.
1870 2002-03-21 src/game.c, src/editor.c, src/files.c
1871 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1872 gems (emeralds, diamonds, ...) slipping down from normal wall,
1873 steel wall and growing wall (as in E.M.C. style levels). Although
1874 the behaviour of contributed and private levels wasn't changed (due
1875 to the use of "level.game_version"; see previous entry), editing
1876 those levels will (of course) change the behaviour accordingly.
1878 This change seems a bit too hard after thinking about it, because
1879 the EM style behaviour is not the "expected" behaviour (gems would
1880 normally only slip down from "rounded" walls). Therefore this was
1881 now changed to an element property for gem style elements, with the
1882 default setting "off" (which means: no special EM style behaviour).
1883 To fix older converted levels, this flag is set to "on" for pre-2.0
1884 levels that are neither contributed nor private levels.
1886 2002-03-20 src/files.h
1887 * Corrected settings for "level.game_version" depending of level type.
1888 (Contributed and private levels always get played with game engine
1889 version they were created with, while converted levels always get
1890 played with the most recent version of the game engine, to let new
1891 corrections of the emulation behaviour take effect.)
1893 2002-03-20 src/main.h
1894 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1895 compiling the SDL version on some systems.
1896 Thanks to the several people who pointed this out.
1899 * Version number set to 2.0.2.
1902 * Version 2.0.1 released.
1904 2002-03-18 src/screens.c
1905 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1907 2002-03-18 src/files.c [src/libgame/misc.c]
1908 * Moved some common functions from src/files.c to src/libgame/misc.c.
1910 2002-03-18 src/files.c [src/libgame/misc.c]
1911 * Changed permissions for new directories and saved files (especially
1912 score files) according to suggestions of Debian users and mantainers.
1913 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1915 2002-03-17 src/files.c
1916 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1917 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1918 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1919 for levels and "TAPE" for tapes). Old "cookie" style format is
1920 still supported for reading. New level and tape files are written
1923 * New IFF chunk "VERS" contains version numbers for file and game
1924 (where "game version" is the version of the program that wrote the
1925 file, and "file version" is a version number to distinguish files
1926 with different format, for example after adding new features).
1928 2002-03-15 src/screen.c
1929 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1930 (Before, you heard a mixture of the in-game music and the
1931 hall-of-fame music.)
1933 2002-03-14 src/events.c
1934 * Function "DumpTape()" (files.c) now available by pressing 't' from
1935 main menu (when in DEBUG mode).
1937 2002-03-14 src/game.c
1938 * "GameWon()": When game was won playing a tape, now there is no delay
1939 raising the score and no corresponding sound is played.
1941 2002-03-14 src/files.c
1942 * Changed "LoadTape()" for real chunk support and also adjusted
1943 "SaveTape()" accordingly.
1945 2002-03-14 src/game.c, src/tape.c, src/files.c
1946 * Important changes to tape format: The old tape format stored all
1947 actions with a real effect with a corresponding delay between the
1948 stored actions. This had some major disadvantages (for example,
1949 push delays had to be ignored, pressing a button for some seconds
1950 mutated to several single button presses because of the non-action
1951 delays between two action frames etc.). The new tape format just
1952 stupidly records all device actions and replays them later. I really
1953 don't know why I haven't solved it that way before?! Old-style tapes
1954 (with tape file version less than 2.0) get converted to the new
1955 format on-the-fly when loading and can therefore still be played;
1956 only some minor parts of the old-style tape handling code was needed.
1957 (A perfect conversion is not possible, because there is information
1958 missing about the device actions between two action frames.)
1960 2002-03-14 src/files.c
1961 * New function "DumpTape()" to dump the contents of the current tape
1962 in a human readable format.
1964 2002-03-14 src/game.c
1965 * Small tape bug fixed: When automatically advancing to next level
1966 after a game was won, the tape from the previous level still was
1967 loaded as a tape for the new level.
1969 2002-03-14 src/tape.c
1970 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1971 tape, cartoons did not get completely removed because
1972 StopAnimation() was not called.
1974 2002-03-13 src/files.c
1975 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1976 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1977 size even when using 16-bit elements). Added new chunk "CNT2" for
1978 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1979 chunk even when content was 16-bit element). "CNT2" should now be
1980 able to store content for arbitrary elements (up to eight blocks of
1981 3 x 3 element arrays). All "CNT2" elements will always be stored as
1982 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1984 2002-03-13 src/files.c
1985 * Changed "LoadLevel()" for real chunk support.
1987 2002-03-12 src/game.c
1988 * Fixed problem (introduced after 2.0.0 release) with penguins
1989 not getting killed by enemies
1991 2002-02-24 src/game.c, src/main.h
1992 * Added "player->is_moving"; now "player->last_move_dir" does
1993 not contain any information if the player is just moving at
1995 Before, "player->last_move_dir" was misused for this purpose
1996 for the robot stuff (robots don't kill players when they are
1997 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1998 broke tapes when walking through pipes!
1999 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2000 in a continuous movement. This fact is ignored for friends and