2 * changed gravity (which only affects the player) from level property
3 to player property (only makes a difference in multi-player levels)
4 * added change events "change when CE value/score changes"
5 * added change events "change when CE value/score changes of <element>"
8 * added new "INFO" chunk to level file format for global level settings
9 * added all element settings from "HEAD" chunk to "CONF" chunk
10 * added all global level settings from "HEAD" chunk to "INFO" chunk
13 * changed level file format by adding two new chunks "CUSX" (for custom
14 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
15 elements, replacing the previous "GRP1" chunk); these new IFF style
16 chunks use the new and flexible "micro chunks inside chunks" technique
17 already used with the new "CONF" chunk (for normal element properties)
18 which makes it possible to easily extend the existing level format
19 (instead of using fixed-length chunks like before, which are either
20 too big due to reserved bytes for future use, or too small when those
21 reserved bytes have all been used and even more data should be stored,
22 requiring the replacement by new and larger chunks just like it went
23 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
26 * added credits pages to the "credits" section that were really missing
27 * added some missing element descriptions to the level editor
28 * added down position of switchgate switch to the level editor
29 and allowed the use of both switch positions at the same time
30 * changed use of "Insert" and "Delete" keys to navigate element list in
31 level editor to start of previous or next cascading block of elements
34 * added the possibility to view the title screen to the info screen menu
35 * fixed some minor bugs with viewing title screens
38 * fixed bug with title (cross)fading in/out when using fullscreen mode
41 * fixed bug that forced re-defining of menu settings in local graphics
42 config file which are already defined in existing base config file
43 * fixed small bug that caused door sounds playing when music is enabled
46 * added the possibility to define up to five title screens for each
47 level set that are displayed after loading using (cross)fading in/out
48 (this was added to display the various start images of the EMC sets)
51 * added "CE score gets zero [of]" to custom element trigger conditions
52 * added setup option to display element token name in level editor
55 * added compatibility code for Juergen Bonhagen's menu artwork settings
58 * fixed bug with displaying wrong animation frame 0 after CE changes
59 * fixed bug with creating invisible elements when light switch is on
62 * added selection between ECS and AGA graphics for EMC levels to setup
65 * adjusted font handling for various narrow EMC style fonts
68 * changed EM engine behaviour back to re-allow initial rolling springs
71 * fixed handling of over-large selectboxes (less error-prone now)
72 * fixed bug when creating GE with walkable element under the player
75 * added use of "Insert" and "Delete" keys to navigate element list in
76 level editor to start of custom elements or start of group elements
77 * added virtual elements to access CE value and CE score of elements:
78 - "CE value of triggering element"
79 - "CE score of triggering element"
80 - "CE value of current element"
81 - "CE score of current element"
84 * fixed "grass" to "sand" in older EM levels (up to file version V4)
87 * changed behaviour of network games with internal errors (because of
88 different client frame counters) from immediately terminating R'n'D
89 to displaying an error message requester and stopping only the game
90 (also to prevent impression of crashes under non command-line runs)
91 * fixed playing network games with the EMC engine (did not work before)
92 * fixed bug with not scrolling the screen in multi-player mode with the
93 focus on player 1 when all players are moving in different directions
94 * fixed bug with keeping pointer to gadget even after its deallocation
95 * fixed bug with allowing "focus on all players" in network games
96 * fixed bug with player focus when playing tapes from network games
99 * uploaded pre-release (test) version 3.2.0-7 binary and source code
102 * code cleanup for game action control for R'n'D and EMC game engine
105 * fixed bug in multi-player movement with focus on both players
106 * added option to control only the focussed player with all input
109 * added player focus switching to level tape recording and re-playing
112 * fixed some bugs in player focus switching in EMC and RND game engine
115 * added special Supaplex animations for Murphy digging and snapping
116 * added special Supaplex animations for Murphy being bored and sleeping
119 * added four new yam yams with explicit start direction for EMC engine
120 * fixed bug in src/libgame/text.c with printing text outside the window
123 * fixed small bug in EMC level loader (copyright sign in EM II levels)
126 * added delayed ignition of EM style dynamite when used in R'n'D engine
127 * added limited movement range to EMC engine when focus on all players
130 * fixed bug with missing (zero) score values for native Supaplex levels
133 * added "continuous snapping" (snapping many elements while holding the
134 snap key pressed, without releasing the snap key after each element)
135 as a new player setting for more compatibility with the classic games
138 * finished scrolling for "focus on all players" in EMC graphics engine
141 * level sets with "levels: 0" are ignored for levels, but not artwork
142 * fixed bug when scanning empty level group directories (endless loop)
145 * fixed bug with explosion graphic for player using "Murphy" graphic
146 * fixed bug with explosion graphic if player leaves explosion in time
147 * changed some descriptive text in setup menu to use medium-width font
148 * added key shortcut settings for switching player focus to setup menu
151 * fixed bug with random value initialization when recording tapes
152 * fixed bug with playing single player tapes when team mode activated
155 * fixed little bug when trying to switch to player that does not exist
158 * added player switching (visual and quick) to R'n'D and EM game engine
159 * added setup option to select visual or quick in-game player switching
162 * added use of "Home" and "End" keys to handle element list in editor
165 * fixed bug with adding score when playing tape with EMC game engine
166 * added steel wall border for levels using EMC engine without border
167 * finally fixed delayed scrolling in EMC engine also for small levels
170 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
173 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
174 * fixed bug when displaying info element without action, but direction
177 * fixed minor graphical problems with springs smashing and slurping
178 (when using R'n'D style graphics instead of EMC style graphics)
181 * added scroll delay (as configured in setup) to EMC graphics engine
184 * improved screen redraw for EMC graphics engine (faster and smoother)
185 * when not scrolling, do not redraw the whole playfield if not needed
188 * added multi-player mode for EMC game engine (with up to four players)
191 * added android (can clone elements) from EMC engine to R'n'D engine
194 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
197 * added selectbox for initial player speed to player settings in editor
200 * version 3.1.2 created that is basically version 3.1.1, but with a
201 major bug fixed that prevented editing your own private levels
202 * version 3.1.2 released
205 * added magic ball (creates elements) from EMC engine to R'n'D engine
208 * uploaded fixed pre-release version 3.2.0-6 binary and source code
211 * fixed bug when using "CE can leave behind <trigger element>"
212 * added new change condition "(after/when) creation of <element>"
213 * added new change condition "(after/when) digging <element>"
214 * fixed bug accessing invalid gadget that caused crashes under Windows
215 * deactivated new possibility for multiple CE changes per frame
218 * uploaded pre-release (test) version 3.2.0-6 binary and source code
221 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
222 * fixed bug with not keeping CE value for moving CEs with only action
223 * changed CE action selectboxes in editor to be only reset when needed
226 * added option "use artwork from element" for custom player artwork
227 * added option "use explosion from element" for player explosions
230 * added cascaded element lists in the level editor
231 * added persistence for cascaded element lists by "editorcascade.conf"
232 * added dynamic element list with all elements used in current level
233 * added possibility for multiple CE changes per frame (experimental)
236 * uploaded pre-release (test) version 3.2.0-5 binary and source code
239 * changed "score for each 10 seconds/steps left" to "1 second/step"
240 * added own score for collecting "extra time" instead of sharing it
241 * added change events "switched by player" and "player switches <e>"
242 * added change events "snapped by player" and "player snaps <e>"
243 * added "set player artwork: <element choice>" to CE action options
244 * added change event "move of <element>"
247 * added "set player shield: off / normal / deadly" to CE action options
248 * added new player option "use level start element" in level editor
249 to set the correct focus at level start to elements from which the
250 player is created later (this did not work before for cascaded CE
251 changes resulting in creation of the player; it is now also possible
252 to create the player from a yam yam which is smashed at level start)
255 * added "set player speed: frozen (not moving)" to CE action options
256 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
259 * added new player option "block snap field" (enabled by default) to
260 make it possible to show a snapping animation like in Emerald Mine
263 * added dynamic selectboxes to custom element action settings in editor
264 * added "CE value" counter for custom elements (instead of "CE count")
265 * added option to use the last "CE value" after custom element change
266 * added option to use the "CE value" of other elements in CE actions
267 * fixed odd behaviour when pressing time orb in levels w/o time limit
268 * added checkbox "use time orb bug" for older levels that use this bug
271 * added missing configuration settings for the following elements:
272 - EL_TIMEGATE_SWITCH (time of open time gate)
273 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
274 - EL_SHIELD_NORMAL (time of shield duration)
275 - EL_SHIELD_DEADLY (time of shield duration)
276 - EL_EXTRA_TIME (time added to level time)
277 - EL_TIME_ORB_FULL (time added to level time)
280 * added "wind direction" as a movement pattern for custom elements
281 * added initial wind direction for balloon / custom elements to editor
282 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
285 * added parameters for "game of life" and "biomaze" elements to editor
288 * added level file chunk "CONF" for generic level and element settings
291 * uploaded pre-release (test) version 3.2.0-4 binary and source code
294 * skip empty level sets (with "levels: 0"; may be artwork base sets)
295 * added sound action ".page[1]" to ".page[32]" for each CE change page
298 * added image config suffix ".clone_from" to copy whole image settings
299 * fixed bug with invalid ("undefined") CE settings in old level files
302 * fixed graphical bug with smashing elements falling faster than player
305 * fixed major bug which prevented private levels from being edited
306 * fixed bug with precedence of general and special font definitions
309 * fixed graphical bug with player animation when player moves slowly
312 * uploaded pre-release (test) version 3.2.0-3 binary and source code
315 * fixed bug which prevented "global.num_toons: 0" from working
318 * major code cleanup (removed all these annoying "#if 0" blocks)
321 * added custom element actions for CE change page in level editor
324 * fixed music initialization bug in init.c (thanks to David Binderman)
325 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
326 (this bug must probably be fixed at other places, too)
329 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
330 (should be '#include <SDL.h>' instead)
333 * fixed bug which prevented "walkable from no direction" from working
334 (due to compatibility code overwriting this setting after loading)
337 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
340 * version number temporarily set to 3.1.1 (intermediate bugfix release)
341 * version 3.1.1 released
344 * changed some va_arg() arguments from 'long' to 'int', fixing problems
345 on 64-bit architecture systems with LP64 data model
348 * fixed bug with bombs not exploding when hitting the last level line
349 (introduced after the release of 3.1.0)
352 * added support for dumping small-sized level sketches from editor
355 * added recognition of "trigger element" for "change digged element to"
356 (this is not really what the "trigger element" was made for, but its
357 use may seem obvious for leaving back digged elements unchanged)
360 * fixed multiple warnings about failed joystick device initialization
363 * fixed bug with dynamite dropped on top of just dropped custom element
364 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
365 dynamite can still be dropped, but drop key must be released before
368 * fixed bug with wrong start directory when started from file browser
369 (due to this bug, R'n'D could not be started from KDE's Konqueror)
372 * fixed bug causing "change when impact" on player not working
373 * fixed wrong priority of "hitting something" over "hitting <element>"
374 * fixed wrong priority of "hit by something" over "hit by <element>"
377 * fixed graphical bug which caused the player (being Murphy) to show
378 collecting animations although the element was collected by penguin
381 * fixed two bugs causing wrong door background graphics in system.c
382 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
385 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
386 * added "no direction" to "walkable/passable from" selectbox options
389 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
390 * in tape autoplay, not only report broken, but also missing tapes
393 * uploaded pre-release (test) version 3.2.0-2 binary and source code
396 * fixed small bug with "linear" animation not working for active lamp
399 * fixed bug with moving up despite gravity due to "block last field"
400 * fixed small bug with wrong draw offset when typing name in main menu
401 * when reading user names from "passwd", ignore data after first comma
402 * when creating new "levelinfo.conf", only write some selected entries
405 * fixed displaying "imported from/by" on preview with empty string
406 * fixed ignoring draw offset for fonts used for level preview texts
409 * fixed a delay problem with SDL and too many mouse motion events
410 * added setup option "skip levels" and level skipping functionality
413 * added move speed "not moving" for non-moving CEs, but with direction
416 * fixed mapping of obsolete element token names in "editorsetup.conf"
417 * fixed bug with sound "acid.splashing" treated as a loop sound
418 * fixed some little sound bugs in native EM engine
421 * fixed small bug when dragging scrollbars to end positions
424 * added editor element descriptions written by Aaron Davidson
427 * improved fallback handling when configured artwork is not available
428 (now using default artwork instead of exiting when files not found)
431 * fixed bug on level selection screen when dragging scrollbar
434 * fixed bug which caused broken tapes when appending to EM engine tapes
437 * uploaded pre-release (test) version 3.2.0-1 binary and source code
440 * added code to replace changed artwork config tokens with other tokens
441 (needed for backwards compatibility, so that older tokens still work)
444 * added native R'n'D graphics for some new EMC elements in EM engine
447 * fixed some bugs in the EM engine integration code
448 * changed EM engine code to allow diagonal movement
449 * changed EM engine code to allow use of separate snap and drop keys
452 * fixed some redraw bugs when using EM engine
455 * fixed bug with not converting RND levels which are set to use native
456 engine to native level structure when loading
459 * uploaded pre-release (test) version 3.2.0-0 binary and source code
462 * version number set to 3.2.0
465 * level data now reset to defaults after attempt to load invalid file
468 * added use of "editorsetup.conf" for different level sets
471 * added auto-detection for various types of Emerald Mine level files
474 * fixed bug with scrollbars getting too small when list is very large
477 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
480 * added most level editor configuration gadgets for new EMC elements
483 * added more element and graphic definitions for new EMC elements
486 * modified native EM engine to use integrated R'n'D sound system
489 * added SDL support to graphics functions in native EM engine
490 (by always using generic libgame interface functions)
493 * fixed bug in frame synchronization in native EM engine
496 * added code to convert levels between R'n'D and native EM engine
499 * new Emerald Mine engine can now play levels selected in main menu
502 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
503 (which creates scaled down graphics for level editor and preview);
504 there's still a memory leak somewhere in the artwork handling code
505 * added "scale image up" functionality to X11 version of zoom function
508 * first attempts to integrate new, native Emerald Mine Club engine
511 * fixed bug in gadget code which caused reset of CEs in level editor
512 (example: pressing 'b' [grab brush] on CE config page erased values)
513 (solution: check if gadgets in ClickOnGadget() are really mapped)
514 * improved level change detection in editor (settings now also checked)
515 * fixed bug with "can move into acid" and "don't collide with" state
518 * fixed maze runner style CEs to use the configured move delay value
521 * added Aaron Davidson's tutorial level set to the "Tutorials" section
524 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
525 * fixed the above fix because it broke level set "machine" (*sigh*)
526 * fixed random element placement in level editor to work as expected
527 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
530 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
533 * fixed bug (missing array boundary check) which caused broken tapes
534 * fixed bug (when loading level template) which caused broken levels
535 * fixed bug with new block last field code when using non-yellow player
538 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
539 * internal change of how the player blocks the last field when moving
540 * fixed blocking delay of last field for EM and SP style block delay
541 * fixed bug where the player had to wait for the usual move delay after
542 unsuccessfully trying to move, when he directly could move after that
543 * the last two changes should make original Supaplex level 93 solvable
544 * improved use of random number generator to make it less predictable
545 * fixed behaviour of slippery SP elements to let slip left, then right
548 * fixed bug with wrong door state after trying to quickload empty tape
549 * fixed waste of static memory usage of the binary, making it smaller
550 * fixed very little graphical bug in Supaplex explosion
553 * version number set to 3.1.1
556 * version 3.1.0 released
559 * fixed bug with crash when writing user levelinfo.conf the first time
562 * added option "convert LEVELDIR [NR]" to command line batch commands
563 * re-converted Supaplex levels to apply latest engine fixes
564 * changed "use graphic/sound of element" to "use graphic of element"
565 due to compatibility problems with some levels ("bug machine" etc.)
568 * fixed bug with CE change replacing player with same or other player
571 * fixed bug with opaque font in envelope with background graphic when
572 background graphic is not transparent itself
575 * added "gravity on" and "gravity off" ports for Supaplex compatibility
576 * corrected original Supaplex level loading code to use these new ports
577 * also corrected Supaplex loader to auto-count infotrons if set to zero
580 * fixed bug with missing initialization of "modified" flag for GEs
583 * fixed bug that caused endless recursion loop when relocating player
584 * fixed tape recorder bug in "step mode" when using "pause before end"
585 * fixed tape recorder bug when changing from "warp forward" mode
588 * fixed bug with "when touching" for pushed elements at last position
591 * fixed bug that caused two activated toolbox buttons in level editor
592 * fixed bug with exploding dynabomb under player due to other explosion
595 * fixed bug with creating walkable custom element under player (again)
596 * fixed bug with not copying explosion type when copying CEs in editor
597 * fixed graphical bug when drawing player in setup menu (input devices)
598 * fixed graphical bug when the player is pushing an accessible element
599 * fixed bug with classic switchable elements triggering CE changes
600 * fixed bug with entering/leaving walkable element in RelocatePlayer()
601 * fixed crash bug when CE leaves behind the trigger player element
604 * fixed bug with broken tubes after placing/exploding dynamite in them
605 * fixed bug with exploding dynamite under player due to other explosion
606 * fixed bug with not resetting push delay under certain circumstances
609 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
610 * added network multiplayer code for Windows (thanks to Niko Böhm)
613 * added option "reachable despite gravity" for gravity movement
614 * changed gravity movement of most classic walkable and passable
615 elements back to "not reachable" (for compatibility reasons)
618 * fixed (removed) "indestructible" / "can explode" dependency in editor
619 * fixed (removed) "accessible inside" / "protected" dependency
620 * fixed (removed) "step mode" / "shield time" dependency
623 * fixed dynabombs exploding now into anything diggable
624 * fixed Supaplex style gravity movement into buggy base now impossible
625 * added pressing key "space" as valid action to select menu options
628 * added "replace when walkable" to relocate player to walkable element
629 * added "enter"/"leave" event for elements affected by relocation
630 * fixed "direct"/"indirect" change order also for "when change" event
631 * fixed graphical bug when pushing things from elements walkable inside
634 * fixed graphic bug when player is snapping while moving in old levels
635 * fixed bug when a moving custom element leaves a player element behind
636 * fixed bug with mole not disappearing when moving into acid pool
637 * fixed bug with incomplete path setting when using "--basepath" option
638 * moving CE can now leave walkable elements behind under the player
639 * when relocating, player can be set on walkable element now
640 * fixed another gravity movement bug
643 * uploaded pre-release (test) version 3.1.0-2 binary and source code
646 * added "collectible" and "removable" to extended replacement types
647 (where "removable" replaces "diggable" and "collectible" elements)
648 * added "collectible & throwable" (to throw element to the next field)
649 * fixed bug with CEs digging elements that are just about to explode
650 * changed mouse cursor now always being visible when game is paused
653 * added possibility to push/press accessible elements from a side that
655 * fixed bug with not setting actual date when appending to tape
658 * fixed bug with incorrectly initialized custom element editor graphics
661 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
662 - number of levels corrected from 18 to 17 in "levelinfo.conf"
665 * fixed bug with destroyed robot wheel still attracting robots forever
666 * fixed bug with time gate switch deactivating after robot wheel time
667 (while the time gate itself is not affected by this misbehaviour)
668 * changed behaviour of BD style amoeba to always get blocked by player
669 (before it was different when there were non-BD elements in level)
670 * fixed bug with player destroying indestructable elements with shield
673 * added option to make growing elements grow into anything diggable
674 (for the various amoeba types, biomaze and "game of life")
677 * fixed bug with movable elements not moving after left behind by CEs
678 * changed gravity movement to anything diggable, not only sand/base
679 * optionally allowing passing to walkable element, not only empty space
680 * added option "can pass to walkable element" for players
681 * finally fixed gravity movement (hopefully)
684 * fixed bug with movable elements not moving anymore after falling down
687 * fixed another bug with custom elements digging and leaving elements
688 * fixed bug with "along left/right side" and automatic start direction
689 * trigger elements now also displayed when "more custom" deactivated
690 * fixed bug with clipboard element initialized when loading new level
691 * added option "drop delay" to set delay before dropping next element
694 * uploaded pre-release (test) version 3.1.0-1 binary and source code
697 * added copy and paste functions for custom change pages
698 * enhanced graphical display and functionality of tape recorder
699 * fixed bug with custom elements digging and leaving elements
702 * added move speed faster than "very fast" for custom elements
703 * fixed bug with 3+3 style explosions and missing border content
704 * fixed little bug when copying custom elements in the editor
705 * enhanced custom element changes by more side trigger actions
708 * added option "no scrolling when relocating" for instant teleporting
709 * uploaded pre-release (test) version 3.1.0-0 binary and source code
712 * added trigger element and trigger player to use as target elements
713 * added copy and paste functions for custom and group elements
716 * fixed graphical bug when displaying explosion animations
717 * fixed bug when appending to tapes, resulting in broken tapes
718 * re-recorded a few tapes broken by fixing gravity checking bug
721 * "can move into acid" property now for all elements independently
722 * "can fall into acid" property for player stored in same bitfield now
723 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
724 * version number set to 3.1.0 (finally!)
727 * changed tape recording to only record input, not programmed actions
730 * fixed totally broken (every 8th frame skipped) step-by-step recording
731 * fixed bug with requester not displayed when quick-loading interrupted
732 * added option "can fall into acid (with gravity)" for players
733 * fixed bug with player not falling when snapping down with gravity
736 * fixed bug which messed up key config when using keypad number keys
739 * fixed bug which allowed moving upwards even when gravity was active
740 * fixed bug with missing error handling when dumping levels or tapes
743 * added different colored editor graphics for Supaplex gravity tubes
746 * fixed bug that allowed solvable tapes for unsolvable levels
749 * use unlimited number of droppable elements when "count" set to zero
750 * added option to use step limit instead of time limit for level
753 * added player and change page as trigger for custom element change
756 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
759 * fixed bug with dark yamyam changing to acid when moving over acid
760 * fixed handling of levels with more than 999 seconds level time
761 (example: level 76 of "Denmine")
764 * "spring push bug" reintroduced as configurable element property
765 * fixed bug with missing properties for "mole"
766 * fixed bug that showed up when fixing the above "mole" properties bug
767 * added option "can move into acid" for all movable elements
768 * fixed graphical bug for elements moving into acid
769 * changed event handling to handle all pending events before going on
772 * fixed bug which caused all CE change pages to be ignored which had
773 the same change event, but used a different element side
774 (reported by Simon Forsberg)
776 * fixed bug which caused elements that can move and fall and that are
777 transported by a conveyor belt to continue moving into that direction
778 after leaving the conveyor belt, regardless of their own movement
779 type; only elements which can not move are transported now
780 (reported by Simon Forsberg)
782 * fixed bug which could cause an array overflow in RelocatePlayer()
783 (reported by Niko Böhm)
785 * changed Emerald Mine style "passable / over" elements to "protected"
786 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
788 * added new option to select from which side a "walkable/passable"
789 element can be entered
792 * added explosion and ignition delay for elements that can explode
795 * fixed bug which caused player not being protected against enemies
796 when a CE was "walkable / inside" and was not "indestructible"
797 * added "walkable/passable" fields to be "protected/unprotected"
798 against enemies, even if not accessible "inside" but "over/under"
801 * corrected move pattern to 32 bit and initial move direction to 8 bit
804 * added second custom element base configuration page
807 * added some special EMC mappings to Emerald Mine level loader
808 (also covering previously unknown element in level 0 of "Bondmine 8")
811 * added option to block last field when player is moving (for Supaplex)
812 * adjusted push delay of Supaplex elements
813 * removed delays for envelopes etc. when replaying with maximum speed
814 * fixed bug when dropping element on a field that just changed to empty
817 * fixed bug: infotrons can now smash yellow disks
818 * fixed bug: when gravity active, port above player can now be entered
819 * removed "one white dot" mouse pointer which irritated some people
822 * added "choice type" for group element selection
825 * fixed bug with initial invulnerability of non-yellow player
828 * added level loader for loading native Supaplex packed levels
829 (including multi-part levels like the "splvls99" levels)
832 * fixed bug which allowed creating emeralds by escaping explosions
835 * custom elements can change (limited) or leave (unlimited) elements
836 * finally added multiple matches using group elements
837 * added shortcut to dump brush (type ":DB" in editor) for use in forum
840 * added new start movement type "previous" for continued CE movement
841 * added new start movement type "random" for random CE movement start
844 * added new element "sokoban_field_player" needed for Sokoban levels
845 (thanks to Ed Booker for pointing this out!)
848 * added elements that can be digged or left behind by custom elements
851 * added group elements for multiple matches and random element creation
854 * fixed some graphical errors displayed in old levels
857 * fixed wrong double speed movement after passing closing gates
860 * added level loader for loading native Emerald Mine levels
863 * changes for "shooting" style CE movement
866 * Happy New Year! ;-)
869 * changed default snap/drop keys from left/right Shift to Control keys
872 * fixed bug with dead player getting reanimated from custom element
875 * fixed bug with wrong penguin graphics (when entering exit)
878 * fixed bug with wrong "Murphy" graphics (when digging etc.)
881 * version number set to 3.0.9
884 * version 3.0.8 released
887 * added function checked_free()
890 * fixed bug with double nut cracking sound
891 (by eliminating "default element action sound" assignment in init.c)
894 * fixed crash when no music info files are available
897 * fixed boring and sleeping sounds
900 * added "maze runner" and "maze hunter" movement types
901 * added extended collision conditions for custom elements
904 * added warnings for undefined token values in artwork config files
907 * added menu entry for level set information to the info screen
910 * fixed bug with wrong default impact sound for colored emeralds
913 * added several sub-screens for the info screen
914 * menu text now also clickable (not only blue/red sphere left of it)
917 * added configurable "bored" and "sleeping" animations for the player
918 * added "awakening" sound for player when waking up after sleeping
921 * added "copy" and "exchange" functions for custom elements to editor
924 * added configurable element animations for info screen
927 * added configurable music credits for info screen
930 * finally fixed tape recording when player is created from CE change
933 * added "editorsetup.conf" for editor element list configuration
936 * added "musicinfo.conf" for menu and level music configuration
939 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
940 (that only showed up on Linux, but not on Windows systems)
943 * fixed turning movement of butterflies and fireflies (no frame reset)
944 * enhanced sniksnak turning movement (two steps instead of only one)
947 * version number set to 3.0.8
950 * version 3.0.7 released
953 * fixed reset of player animation frame when, for example,
954 walking, digging or collecting share the same animation
955 * fixed CE with "deadly when touching" exploding when touching amoeba
958 * fixed tape recording when player is created from CE element change
961 * introduced "turning..." action graphic for elements with move delay
962 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
963 * added turning animations for bug, spaceship and sniksnak
966 * prevent "extended" changed elements from delay change in same frame
969 * fixed bug when pushing element that can move away to the side
970 (like pushing falling elements, but now with moving elements)
973 * finally fixed serious bug in code for delayed element pushing (again)
976 * unavailable setup options now marked as "n/a" instead of "off"
977 * new boolean directive "latest_engine" for "levelinfo.conf": when set
978 to "true", levels are always played with the latest game engine,
979 which is desired for levels that are imported from other games; all
980 other levels are played with the engine version stored in level file
981 (which is normally the engine version the level was created with)
984 * fixed serious bug in code for delayed element pushing
985 * fixed little bug in animation frame selection for pushed elements
986 * speed-up of reading config file for verbose output
989 * added configuration option for opening and closing Supaplex exit
990 * added configuration option for moving up/down animation for Murphy
991 * fixed incorrectly displayed animation for attacking dragon
992 * fixed bug with not setting initial gravity for each new game
993 * fixed bug with teleportation of player by custom element change
994 * fixed bug with player not getting smashed by rock sometimes
997 * version number set to 3.0.7
1000 * version 3.0.6 released
1003 * added support for MP3 music for SDL version through SMPEG library
1006 * fixed bug when initializing font graphic structure
1007 * fixed bug with animation mode "pingpong" when using only 1 frame
1008 * fixed bug with extended change target introduced in 3.0.5
1009 * fixed bug where passing over moving element doubles player speed
1010 * fixed bug with elements continuing to move into push direction
1011 * fixed bug with duplicated player when dropping bomb with shield on
1012 * added "switching" event for custom elements ("pressing" only once)
1013 * fixed switching bug (resetting flag when not switching but not idle)
1016 * fixed element tokens for certain file elements with ".active" etc.
1019 * version number set to 3.0.6
1022 * version 3.0.5 released
1025 * now four envelope elements available
1026 * font, background, animation and sound for envelope now configurable
1027 * main menu doors opening/closing animation type now configurable
1030 * active/inactive sides configurable for custom element changes
1031 * new movement type "move when pushed" available for custom elements
1034 * fixed bug in multiple config pages loader code that caused crashes
1037 * enhanced (remaining low-resolution) Supaplex graphics
1040 * version number set to 3.0.5
1043 * version 3.0.4 released
1045 2003-09-12 src/tools.c
1046 * fixed bug in custom definition of crumbled element graphics
1048 2003-09-11 src/files.c
1049 * fixed bug in multiple config pages code that caused crashes
1052 * version number set to 3.0.4
1055 * version 3.0.3 released
1058 * added music to Supaplex classic level set
1060 2003-09-07 src/libgame/misc.c
1061 * added support for loading various music formats through SDL_mixer
1063 2003-09-06 (various source files)
1064 * fixed several nasty bugs that may have caused crashes on some systems
1065 * added envelope content which gets displayed when collecting envelope
1066 * added multiple change event pages for custom elements
1068 2003-08-24 src/game.c
1069 * fixed problem with player animation when snapping and moving
1071 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1072 * fixed problem with flickering when drawing toon animations
1074 2003-08-23 src/libgame/sdl.c
1075 * fixed problem with setting mouse cursor in SDL version in fullscreen
1077 2003-08-23 src/game.c
1078 * fixed bug (missing array boundary check) which could crash the game
1081 * version number set to 3.0.3
1084 * version 3.0.2 released
1086 2003-08-21 src/game.c
1087 * fixed bug with creating inaccessible elements at player position
1089 2003-08-20 src/init.c
1090 * fixed bug with not finding current level artwork directory
1092 2003-08-20 src/files.c
1093 * fixed bug with choosing wrong engine version when playing tapes
1094 * fixed bug with messing up custom element properties in 3.0.0 levels
1097 * version number set to 3.0.2
1100 * version 3.0.1 released
1102 2003-08-17 (no source files affected)
1103 * changed all "classic" PCX image files with 16 colors or less to
1104 256 color (8 bit) storage format, because the Allegro game library
1105 cannot handle PCX files with less than 256 colors (contributed
1106 graphics are not affected and might look wrong in the DOS version)
1108 2003-08-16 src/init.c
1109 * fixed bug which (for example) crashed the level editor when defining
1110 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1111 (only set to default) -- invalid graphics now set to default graphic
1113 2003-08-16 src/init.c
1114 * fixed graphical bug of player digging/collecting/snapping element
1115 when no corresponding graphic/animation is defined for this action,
1116 resulting in player being drawn as EL_EMPTY (which should only be
1117 done to elements being collected, but not to the player)
1119 2003-08-16 src/game.c
1120 * fixed small graphical bug of player not totally moving into exit
1122 2003-08-16 src/libgame/setup.c
1123 * fixed bug with wrong MS-DOS 8.3 filename conversion
1125 2003-08-16 src/tools.c
1126 * fixed bug with invisible mouse cursor when pressing ESC while playing
1128 2003-08-16 (various source files)
1129 * added another 128 custom elements (disabled in editor by default)
1131 2003-08-16 src/editor.c
1132 * fixed NULL string bug causing Solaris to crash in sprintf()
1134 2003-08-16 src/screen.c
1135 * fixed drawing over scrollbar on level selection with custom fonts
1137 2003-08-15 src/game.c
1138 * cleanup of simple sounds / loop sounds / music settings
1140 2003-08-08 (various source files)
1141 * added custom element property for dropping collected elements
1143 2003-08-08 src/conf_gfx.c
1144 * fixed bug with missing graphic for active red disk bomb
1146 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1147 * extended variable "level.gravity" to "level.initial_gravity" and
1148 "game.current_gravity" to prevent level setting from being changed
1149 by playing the level (keeping the runtime value after playing)
1151 * fixed graphics bug when digging element that has 'crumbled' graphic
1152 definition, but not 'diggable' graphic definition
1155 * version number set to 3.0.1
1158 * version 3.0.0 released
1161 * various bug fixes; among others:
1162 - fixed bug with pushing spring over empty space
1163 - fixed bug with leaving tube while placing dynamite
1164 - fixed bug with explosion of smashed penguins
1165 - allow Murphy player graphic in levels with non-Supaplex elements
1169 * I have forgotten to document changes for some time
1172 * pre-release version 2.2.0rc1 released
1175 * version number set to 2.1.2
1178 * version 2.1.1 released
1181 * version number set to 2.1.1
1184 * version 2.1.0 released
1187 * version number set to 2.1.0
1189 2002-04-03 to 2002-05-19 (various source files)
1190 * graphics, sounds and music now fully configurable
1191 * bug fixed that prevented walking through tubes when gravity on
1193 2002-04-02 src/events.c, src/editor.c
1194 * Make Escape key less aggressive when playing or when editing level.
1195 This can be configured as an option in the setup menu. (Default is
1196 "less aggressive" which means "ask user if something can be lost"
1197 when pressing the Escape key.)
1199 2002-04-02 src/screen.c
1200 * Added "graphics setup" screen.
1202 2002-04-01 src/screen.c
1203 * Changed "choose level" setup screen stuff to be more generic (to
1204 make it easier to add more "choose from generic tree" setup screens).
1206 2002-04-01 src/config.c, src/timestamp.h
1207 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1208 automatically gets created by "src/Makefile" and contains an actual
1209 compile-time timestamp to identify development versions of the game).
1211 2002-03-31 src/tape.c, src/events.c
1212 * Added quick game/tape save/load functions to tape stuff which can be
1213 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1214 loads previously recorded tape and directly goes into recording mode
1215 from the end of the tape (therefore appending to the tape).
1217 2002-03-31 src/tape.c
1218 * Added "index mark" function to tape recorder. When playing or
1219 recording, "eject" button changes to "index" button. Setting index
1220 mark is not yet implemented, but pressing index button when playing
1221 allows very quick advancing to end of tape (when normal playing),
1222 very fast forward mode (when playing with normal fast forward) or
1223 very fast reaching of "pause before end of tape" (when playing with
1224 "pause before end" playing mode).
1226 2002-03-30 src/cartoons.c
1227 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1229 2002-03-29 src/screen.c
1230 * Changed setup screen stuff to be more generic (to make it easier
1231 to add more setup screens).
1233 2002-03-23 src/main.c, src/main.h
1234 * Various changes due to the introduction of the new libgame files
1235 "setup.c" and "joystick.c".
1237 2002-03-23 src/files.c
1238 * Generic parts of "src/files.c" (mainly setup and level directory
1239 stuff) moved to new libgame file "src/libgame/setup.c".
1241 2002-03-23 src/joystick.c
1242 * File "src/joystick.c" moved to libgame source tree, with
1243 correspondig changes.
1245 2002-03-22 src/screens.c
1246 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1247 (Wrong level series information displayed when entering main group.)
1249 2002-03-22 src/editor.c
1250 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1252 2002-03-22 src/editor.c
1253 * Changed behaviour of "Escape" key in level editor to be more
1254 intuitive: When in "Element Properties" or "Level Info" mode,
1255 return to "Drawing Mode" instead of leaving the level editor.
1257 2002-03-21 src/game.c, src/editor.c, src/files.c
1258 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1259 gems (emeralds, diamonds, ...) slipping down from normal wall,
1260 steel wall and growing wall (as in E.M.C. style levels). Although
1261 the behaviour of contributed and private levels wasn't changed (due
1262 to the use of "level.game_version"; see previous entry), editing
1263 those levels will (of course) change the behaviour accordingly.
1265 This change seems a bit too hard after thinking about it, because
1266 the EM style behaviour is not the "expected" behaviour (gems would
1267 normally only slip down from "rounded" walls). Therefore this was
1268 now changed to an element property for gem style elements, with the
1269 default setting "off" (which means: no special EM style behaviour).
1270 To fix older converted levels, this flag is set to "on" for pre-2.0
1271 levels that are neither contributed nor private levels.
1273 2002-03-20 src/files.h
1274 * Corrected settings for "level.game_version" depending of level type.
1275 (Contributed and private levels always get played with game engine
1276 version they were created with, while converted levels always get
1277 played with the most recent version of the game engine, to let new
1278 corrections of the emulation behaviour take effect.)
1280 2002-03-20 src/main.h
1281 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1282 compiling the SDL version on some systems.
1283 Thanks to the several people who pointed this out.
1286 * Version number set to 2.0.2.
1289 * Version 2.0.1 released.
1291 2002-03-18 src/screens.c
1292 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1294 2002-03-18 src/files.c [src/libgame/misc.c]
1295 * Moved some common functions from src/files.c to src/libgame/misc.c.
1297 2002-03-18 src/files.c [src/libgame/misc.c]
1298 * Changed permissions for new directories and saved files (especially
1299 score files) according to suggestions of Debian users and mantainers.
1300 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1302 2002-03-17 src/files.c
1303 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1304 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1305 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1306 for levels and "TAPE" for tapes). Old "cookie" style format is
1307 still supported for reading. New level and tape files are written
1310 * New IFF chunk "VERS" contains version numbers for file and game
1311 (where "game version" is the version of the program that wrote the
1312 file, and "file version" is a version number to distinguish files
1313 with different format, for example after adding new features).
1315 2002-03-15 src/screen.c
1316 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1317 (Before, you heard a mixture of the in-game music and the
1318 hall-of-fame music.)
1320 2002-03-14 src/events.c
1321 * Function "DumpTape()" (files.c) now available by pressing 't' from
1322 main menu (when in DEBUG mode).
1324 2002-03-14 src/game.c
1325 * "GameWon()": When game was won playing a tape, now there is no delay
1326 raising the score and no corresponding sound is played.
1328 2002-03-14 src/files.c
1329 * Changed "LoadTape()" for real chunk support and also adjusted
1330 "SaveTape()" accordingly.
1332 2002-03-14 src/game.c, src/tape.c, src/files.c
1333 * Important changes to tape format: The old tape format stored all
1334 actions with a real effect with a corresponding delay between the
1335 stored actions. This had some major disadvantages (for example,
1336 push delays had to be ignored, pressing a button for some seconds
1337 mutated to several single button presses because of the non-action
1338 delays between two action frames etc.). The new tape format just
1339 stupidly records all device actions and replays them later. I really
1340 don't know why I haven't solved it that way before?! Old-style tapes
1341 (with tape file version less than 2.0) get converted to the new
1342 format on-the-fly when loading and can therefore still be played;
1343 only some minor parts of the old-style tape handling code was needed.
1344 (A perfect conversion is not possible, because there is information
1345 missing about the device actions between two action frames.)
1347 2002-03-14 src/files.c
1348 * New function "DumpTape()" to dump the contents of the current tape
1349 in a human readable format.
1351 2002-03-14 src/game.c
1352 * Small tape bug fixed: When automatically advancing to next level
1353 after a game was won, the tape from the previous level still was
1354 loaded as a tape for the new level.
1356 2002-03-14 src/tape.c
1357 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1358 tape, cartoons did not get completely removed because
1359 StopAnimation() was not called.
1361 2002-03-13 src/files.c
1362 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1363 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1364 size even when using 16-bit elements). Added new chunk "CNT2" for
1365 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1366 chunk even when content was 16-bit element). "CNT2" should now be
1367 able to store content for arbitrary elements (up to eight blocks of
1368 3 x 3 element arrays). All "CNT2" elements will always be stored as
1369 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1371 2002-03-13 src/files.c
1372 * Changed "LoadLevel()" for real chunk support.
1374 2002-03-12 src/game.c
1375 * Fixed problem (introduced after 2.0.0 release) with penguins
1376 not getting killed by enemies
1378 2002-02-24 src/game.c, src/main.h
1379 * Added "player->is_moving"; now "player->last_move_dir" does
1380 not contain any information if the player is just moving at
1382 Before, "player->last_move_dir" was misused for this purpose
1383 for the robot stuff (robots don't kill players when they are
1384 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1385 broke tapes when walking through pipes!
1386 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1387 in a continuous movement. This fact is ignored for friends and