2 * added selection of preferred fullscreen mode to setup / graphics menu
3 (useful if default mode 800 x 600 does not match screen aspect ratio)
6 * improved down-scaling of images for better level and preview graphics
7 * changed user data directory for Mac OS X from Unix style to new place
10 * improved level number selection in main menu and player selection in
11 setup menu (input devices section) by using standard button gadgets
12 * added support for mouse scroll wheel (caused buggy behaviour before)
13 * added support for scrolling horizontal scrollbars with mouse wheel by
14 holding "Ctrl" button pressed while scrolling the wheel
15 * changed output file "stderr.txt" on Windows platform now always to be
16 created in the R'n'D sub-directory of the personal documents directory
17 * added Windows message box to direct to "stderr.txt" after error aborts
20 * improved general scrollbar handling (when jump-scrolling scrollbars)
23 * changed scrollbars to always show last line as first after scrolling
24 (that means jumping n - 1 screen lines instead of n screen lines)
27 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
28 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
29 * fixed special handling of vertically stacked acid becoming fake acid
32 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
33 affect multiple instances of the same CE, although this kind of
34 change condition usually only affects one single custom element
37 * version number set to 3.2.1
40 * version 3.2.0 released
43 * reorganized level editor element list a bit to match engines better
46 * fixed newly introduced bug with wrongly initializing clipboard element
49 * fixed bug with displaying visible/invisible level border in editor
52 * reorganized some elements in the level editor element list
55 * fixed bug with displaying any player as "yellow" when moving into acid
56 * fixed bug with displaying running player when player stopped at border
59 * fixed bug with player exploding when moving into acid
60 * fixed bug with level settings being reset in editor and when playing
61 (some compatibility settings being set not only after level loading)
62 * fixed crash bug when number of custom graphic frames was set to zero
63 * fixed bug with teleporting player on walkable tile not working anymore
64 * added partial compatibility support for pre-release-only "CONF" chunk
65 (to make Alan Bond's "color cycle" demo work again :-) )
68 * fixed some bugs when displaying title screens from info screen menu
69 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
72 * changed file major version to 3 to reflect level file format changes
73 * uploaded pre-release (test) version 3.2.0-8 binary and source code
76 * added new chunk "NAME" to level file format for level name settings
77 * added new chunk "NOTE" to level file format for envelope settings
78 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
79 * updated magic(5) file to recognize changed and new level file chunks
80 * removed change events "change when CE value/score changes" as unneeded
83 * changed gravity (which only affects the player) from level property
84 to player property (only makes a difference in multi-player levels)
85 * added change events "change when CE value/score changes"
86 * added change events "change when CE value/score changes of <element>"
89 * added new chunk "INFO" to level file format for global level settings
90 * added all element settings from "HEAD" chunk to "CONF" chunk
91 * added all global level settings from "HEAD" chunk to "INFO" chunk
94 * changed level file format by adding two new chunks "CUSX" (for custom
95 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
96 elements, replacing the previous "GRP1" chunk); these new IFF style
97 chunks use the new and flexible "micro chunks inside chunks" technique
98 already used with the new "CONF" chunk (for normal element properties)
99 which makes it possible to easily extend the existing level format
100 (instead of using fixed-length chunks like before, which are either
101 too big due to reserved bytes for future use, or too small when those
102 reserved bytes have all been used and even more data should be stored,
103 requiring the replacement by new and larger chunks just like it went
104 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
107 * added credits pages to the "credits" section that were really missing
108 * added some missing element descriptions to the level editor
109 * added down position of switchgate switch to the level editor
110 and allowed the use of both switch positions at the same time
111 * changed use of "Insert" and "Delete" keys to navigate element list in
112 level editor to start of previous or next cascading block of elements
115 * added the possibility to view the title screen to the info screen menu
116 * fixed some minor bugs with viewing title screens
119 * fixed bug with title (cross)fading in/out when using fullscreen mode
122 * fixed bug that forced re-defining of menu settings in local graphics
123 config file which are already defined in existing base config file
124 * fixed small bug that caused door sounds playing when music is enabled
127 * added the possibility to define up to five title screens for each
128 level set that are displayed after loading using (cross)fading in/out
129 (this was added to display the various start images of the EMC sets)
132 * added "CE score gets zero [of]" to custom element trigger conditions
133 * added setup option to display element token name in level editor
136 * added compatibility code for Juergen Bonhagen's menu artwork settings
139 * fixed bug with displaying wrong animation frame 0 after CE changes
140 * fixed bug with creating invisible elements when light switch is on
143 * added selection between ECS and AGA graphics for EMC levels to setup
146 * adjusted font handling for various narrow EMC style fonts
149 * changed EM engine behaviour back to re-allow initial rolling springs
152 * fixed handling of over-large selectboxes (less error-prone now)
153 * fixed bug when creating GE with walkable element under the player
156 * added use of "Insert" and "Delete" keys to navigate element list in
157 level editor to start of custom elements or start of group elements
158 * added virtual elements to access CE value and CE score of elements:
159 - "CE value of triggering element"
160 - "CE score of triggering element"
161 - "CE value of current element"
162 - "CE score of current element"
165 * fixed "grass" to "sand" in older EM levels (up to file version V4)
168 * changed behaviour of network games with internal errors (because of
169 different client frame counters) from immediately terminating R'n'D
170 to displaying an error message requester and stopping only the game
171 (also to prevent impression of crashes under non command-line runs)
172 * fixed playing network games with the EMC engine (did not work before)
173 * fixed bug with not scrolling the screen in multi-player mode with the
174 focus on player 1 when all players are moving in different directions
175 * fixed bug with keeping pointer to gadget even after its deallocation
176 * fixed bug with allowing "focus on all players" in network games
177 * fixed bug with player focus when playing tapes from network games
180 * uploaded pre-release (test) version 3.2.0-7 binary and source code
183 * code cleanup for game action control for R'n'D and EMC game engine
186 * fixed bug in multi-player movement with focus on both players
187 * added option to control only the focussed player with all input
190 * added player focus switching to level tape recording and re-playing
193 * fixed some bugs in player focus switching in EMC and RND game engine
196 * added special Supaplex animations for Murphy digging and snapping
197 * added special Supaplex animations for Murphy being bored and sleeping
200 * added four new yam yams with explicit start direction for EMC engine
201 * fixed bug in src/libgame/text.c with printing text outside the window
204 * fixed small bug in EMC level loader (copyright sign in EM II levels)
207 * added delayed ignition of EM style dynamite when used in R'n'D engine
208 * added limited movement range to EMC engine when focus on all players
211 * fixed bug with missing (zero) score values for native Supaplex levels
214 * added "continuous snapping" (snapping many elements while holding the
215 snap key pressed, without releasing the snap key after each element)
216 as a new player setting for more compatibility with the classic games
219 * finished scrolling for "focus on all players" in EMC graphics engine
222 * level sets with "levels: 0" are ignored for levels, but not artwork
223 * fixed bug when scanning empty level group directories (endless loop)
226 * fixed bug with explosion graphic for player using "Murphy" graphic
227 * fixed bug with explosion graphic if player leaves explosion in time
228 * changed some descriptive text in setup menu to use medium-width font
229 * added key shortcut settings for switching player focus to setup menu
232 * fixed bug with random value initialization when recording tapes
233 * fixed bug with playing single player tapes when team mode activated
236 * fixed little bug when trying to switch to player that does not exist
239 * added player switching (visual and quick) to R'n'D and EM game engine
240 * added setup option to select visual or quick in-game player switching
243 * added use of "Home" and "End" keys to handle element list in editor
246 * fixed bug with adding score when playing tape with EMC game engine
247 * added steel wall border for levels using EMC engine without border
248 * finally fixed delayed scrolling in EMC engine also for small levels
251 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
254 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
255 * fixed bug when displaying info element without action, but direction
258 * fixed minor graphical problems with springs smashing and slurping
259 (when using R'n'D style graphics instead of EMC style graphics)
262 * added scroll delay (as configured in setup) to EMC graphics engine
265 * improved screen redraw for EMC graphics engine (faster and smoother)
266 * when not scrolling, do not redraw the whole playfield if not needed
269 * added multi-player mode for EMC game engine (with up to four players)
272 * added android (can clone elements) from EMC engine to R'n'D engine
275 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
278 * added selectbox for initial player speed to player settings in editor
281 * version 3.1.2 created that is basically version 3.1.1, but with a
282 major bug fixed that prevented editing your own private levels
283 * version 3.1.2 released
286 * added magic ball (creates elements) from EMC engine to R'n'D engine
289 * uploaded fixed pre-release version 3.2.0-6 binary and source code
292 * fixed bug when using "CE can leave behind <trigger element>"
293 * added new change condition "(after/when) creation of <element>"
294 * added new change condition "(after/when) digging <element>"
295 * fixed bug accessing invalid gadget that caused crashes under Windows
296 * deactivated new possibility for multiple CE changes per frame
299 * uploaded pre-release (test) version 3.2.0-6 binary and source code
302 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
303 * fixed bug with not keeping CE value for moving CEs with only action
304 * changed CE action selectboxes in editor to be only reset when needed
307 * added option "use artwork from element" for custom player artwork
308 * added option "use explosion from element" for player explosions
311 * added cascaded element lists in the level editor
312 * added persistence for cascaded element lists by "editorcascade.conf"
313 * added dynamic element list with all elements used in current level
314 * added possibility for multiple CE changes per frame (experimental)
317 * uploaded pre-release (test) version 3.2.0-5 binary and source code
320 * changed "score for each 10 seconds/steps left" to "1 second/step"
321 * added own score for collecting "extra time" instead of sharing it
322 * added change events "switched by player" and "player switches <e>"
323 * added change events "snapped by player" and "player snaps <e>"
324 * added "set player artwork: <element choice>" to CE action options
325 * added change event "move of <element>"
328 * added "set player shield: off / normal / deadly" to CE action options
329 * added new player option "use level start element" in level editor
330 to set the correct focus at level start to elements from which the
331 player is created later (this did not work before for cascaded CE
332 changes resulting in creation of the player; it is now also possible
333 to create the player from a yam yam which is smashed at level start)
336 * added "set player speed: frozen (not moving)" to CE action options
337 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
340 * added new player option "block snap field" (enabled by default) to
341 make it possible to show a snapping animation like in Emerald Mine
344 * added dynamic selectboxes to custom element action settings in editor
345 * added "CE value" counter for custom elements (instead of "CE count")
346 * added option to use the last "CE value" after custom element change
347 * added option to use the "CE value" of other elements in CE actions
348 * fixed odd behaviour when pressing time orb in levels w/o time limit
349 * added checkbox "use time orb bug" for older levels that use this bug
352 * added missing configuration settings for the following elements:
353 - EL_TIMEGATE_SWITCH (time of open time gate)
354 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
355 - EL_SHIELD_NORMAL (time of shield duration)
356 - EL_SHIELD_DEADLY (time of shield duration)
357 - EL_EXTRA_TIME (time added to level time)
358 - EL_TIME_ORB_FULL (time added to level time)
361 * added "wind direction" as a movement pattern for custom elements
362 * added initial wind direction for balloon / custom elements to editor
363 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
366 * added parameters for "game of life" and "biomaze" elements to editor
369 * added level file chunk "CONF" for generic level and element settings
372 * uploaded pre-release (test) version 3.2.0-4 binary and source code
375 * skip empty level sets (with "levels: 0"; may be artwork base sets)
376 * added sound action ".page[1]" to ".page[32]" for each CE change page
379 * added image config suffix ".clone_from" to copy whole image settings
380 * fixed bug with invalid ("undefined") CE settings in old level files
383 * fixed graphical bug with smashing elements falling faster than player
386 * fixed major bug which prevented private levels from being edited
387 * fixed bug with precedence of general and special font definitions
390 * fixed graphical bug with player animation when player moves slowly
393 * uploaded pre-release (test) version 3.2.0-3 binary and source code
396 * fixed bug which prevented "global.num_toons: 0" from working
399 * major code cleanup (removed all these annoying "#if 0" blocks)
402 * added custom element actions for CE change page in level editor
405 * fixed music initialization bug in init.c (thanks to David Binderman)
406 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
407 (this bug must probably be fixed at other places, too)
410 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
411 (should be '#include <SDL.h>' instead)
414 * fixed bug which prevented "walkable from no direction" from working
415 (due to compatibility code overwriting this setting after loading)
418 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
421 * version number temporarily set to 3.1.1 (intermediate bugfix release)
422 * version 3.1.1 released
425 * changed some va_arg() arguments from 'long' to 'int', fixing problems
426 on 64-bit architecture systems with LP64 data model
429 * fixed bug with bombs not exploding when hitting the last level line
430 (introduced after the release of 3.1.0)
433 * added support for dumping small-sized level sketches from editor
436 * added recognition of "trigger element" for "change digged element to"
437 (this is not really what the "trigger element" was made for, but its
438 use may seem obvious for leaving back digged elements unchanged)
441 * fixed multiple warnings about failed joystick device initialization
444 * fixed bug with dynamite dropped on top of just dropped custom element
445 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
446 dynamite can still be dropped, but drop key must be released before
449 * fixed bug with wrong start directory when started from file browser
450 (due to this bug, R'n'D could not be started from KDE's Konqueror)
453 * fixed bug causing "change when impact" on player not working
454 * fixed wrong priority of "hitting something" over "hitting <element>"
455 * fixed wrong priority of "hit by something" over "hit by <element>"
458 * fixed graphical bug which caused the player (being Murphy) to show
459 collecting animations although the element was collected by penguin
462 * fixed two bugs causing wrong door background graphics in system.c
463 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
466 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
467 * added "no direction" to "walkable/passable from" selectbox options
470 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
471 * in tape autoplay, not only report broken, but also missing tapes
474 * uploaded pre-release (test) version 3.2.0-2 binary and source code
477 * fixed small bug with "linear" animation not working for active lamp
480 * fixed bug with moving up despite gravity due to "block last field"
481 * fixed small bug with wrong draw offset when typing name in main menu
482 * when reading user names from "passwd", ignore data after first comma
483 * when creating new "levelinfo.conf", only write some selected entries
486 * fixed displaying "imported from/by" on preview with empty string
487 * fixed ignoring draw offset for fonts used for level preview texts
490 * fixed a delay problem with SDL and too many mouse motion events
491 * added setup option "skip levels" and level skipping functionality
494 * added move speed "not moving" for non-moving CEs, but with direction
497 * fixed mapping of obsolete element token names in "editorsetup.conf"
498 * fixed bug with sound "acid.splashing" treated as a loop sound
499 * fixed some little sound bugs in native EM engine
502 * fixed small bug when dragging scrollbars to end positions
505 * added editor element descriptions written by Aaron Davidson
508 * improved fallback handling when configured artwork is not available
509 (now using default artwork instead of exiting when files not found)
512 * fixed bug on level selection screen when dragging scrollbar
515 * fixed bug which caused broken tapes when appending to EM engine tapes
518 * uploaded pre-release (test) version 3.2.0-1 binary and source code
521 * added code to replace changed artwork config tokens with other tokens
522 (needed for backwards compatibility, so that older tokens still work)
525 * added native R'n'D graphics for some new EMC elements in EM engine
528 * fixed some bugs in the EM engine integration code
529 * changed EM engine code to allow diagonal movement
530 * changed EM engine code to allow use of separate snap and drop keys
533 * fixed some redraw bugs when using EM engine
536 * fixed bug with not converting RND levels which are set to use native
537 engine to native level structure when loading
540 * uploaded pre-release (test) version 3.2.0-0 binary and source code
543 * version number set to 3.2.0
546 * level data now reset to defaults after attempt to load invalid file
549 * added use of "editorsetup.conf" for different level sets
552 * added auto-detection for various types of Emerald Mine level files
555 * fixed bug with scrollbars getting too small when list is very large
558 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
561 * added most level editor configuration gadgets for new EMC elements
564 * added more element and graphic definitions for new EMC elements
567 * modified native EM engine to use integrated R'n'D sound system
570 * added SDL support to graphics functions in native EM engine
571 (by always using generic libgame interface functions)
574 * fixed bug in frame synchronization in native EM engine
577 * added code to convert levels between R'n'D and native EM engine
580 * new Emerald Mine engine can now play levels selected in main menu
583 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
584 (which creates scaled down graphics for level editor and preview);
585 there's still a memory leak somewhere in the artwork handling code
586 * added "scale image up" functionality to X11 version of zoom function
589 * first attempts to integrate new, native Emerald Mine Club engine
592 * fixed bug in gadget code which caused reset of CEs in level editor
593 (example: pressing 'b' [grab brush] on CE config page erased values)
594 (solution: check if gadgets in ClickOnGadget() are really mapped)
595 * improved level change detection in editor (settings now also checked)
596 * fixed bug with "can move into acid" and "don't collide with" state
599 * fixed maze runner style CEs to use the configured move delay value
602 * added Aaron Davidson's tutorial level set to the "Tutorials" section
605 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
606 * fixed the above fix because it broke level set "machine" (*sigh*)
607 * fixed random element placement in level editor to work as expected
608 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
611 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
614 * fixed bug (missing array boundary check) which caused broken tapes
615 * fixed bug (when loading level template) which caused broken levels
616 * fixed bug with new block last field code when using non-yellow player
619 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
620 * internal change of how the player blocks the last field when moving
621 * fixed blocking delay of last field for EM and SP style block delay
622 * fixed bug where the player had to wait for the usual move delay after
623 unsuccessfully trying to move, when he directly could move after that
624 * the last two changes should make original Supaplex level 93 solvable
625 * improved use of random number generator to make it less predictable
626 * fixed behaviour of slippery SP elements to let slip left, then right
629 * fixed bug with wrong door state after trying to quickload empty tape
630 * fixed waste of static memory usage of the binary, making it smaller
631 * fixed very little graphical bug in Supaplex explosion
634 * version number set to 3.1.1
637 * version 3.1.0 released
640 * fixed bug with crash when writing user levelinfo.conf the first time
643 * added option "convert LEVELDIR [NR]" to command line batch commands
644 * re-converted Supaplex levels to apply latest engine fixes
645 * changed "use graphic/sound of element" to "use graphic of element"
646 due to compatibility problems with some levels ("bug machine" etc.)
649 * fixed bug with CE change replacing player with same or other player
652 * fixed bug with opaque font in envelope with background graphic when
653 background graphic is not transparent itself
656 * added "gravity on" and "gravity off" ports for Supaplex compatibility
657 * corrected original Supaplex level loading code to use these new ports
658 * also corrected Supaplex loader to auto-count infotrons if set to zero
661 * fixed bug with missing initialization of "modified" flag for GEs
664 * fixed bug that caused endless recursion loop when relocating player
665 * fixed tape recorder bug in "step mode" when using "pause before end"
666 * fixed tape recorder bug when changing from "warp forward" mode
669 * fixed bug with "when touching" for pushed elements at last position
672 * fixed bug that caused two activated toolbox buttons in level editor
673 * fixed bug with exploding dynabomb under player due to other explosion
676 * fixed bug with creating walkable custom element under player (again)
677 * fixed bug with not copying explosion type when copying CEs in editor
678 * fixed graphical bug when drawing player in setup menu (input devices)
679 * fixed graphical bug when the player is pushing an accessible element
680 * fixed bug with classic switchable elements triggering CE changes
681 * fixed bug with entering/leaving walkable element in RelocatePlayer()
682 * fixed crash bug when CE leaves behind the trigger player element
685 * fixed bug with broken tubes after placing/exploding dynamite in them
686 * fixed bug with exploding dynamite under player due to other explosion
687 * fixed bug with not resetting push delay under certain circumstances
690 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
691 * added network multiplayer code for Windows (thanks to Niko Böhm)
694 * added option "reachable despite gravity" for gravity movement
695 * changed gravity movement of most classic walkable and passable
696 elements back to "not reachable" (for compatibility reasons)
699 * fixed (removed) "indestructible" / "can explode" dependency in editor
700 * fixed (removed) "accessible inside" / "protected" dependency
701 * fixed (removed) "step mode" / "shield time" dependency
704 * fixed dynabombs exploding now into anything diggable
705 * fixed Supaplex style gravity movement into buggy base now impossible
706 * added pressing key "space" as valid action to select menu options
709 * added "replace when walkable" to relocate player to walkable element
710 * added "enter"/"leave" event for elements affected by relocation
711 * fixed "direct"/"indirect" change order also for "when change" event
712 * fixed graphical bug when pushing things from elements walkable inside
715 * fixed graphic bug when player is snapping while moving in old levels
716 * fixed bug when a moving custom element leaves a player element behind
717 * fixed bug with mole not disappearing when moving into acid pool
718 * fixed bug with incomplete path setting when using "--basepath" option
719 * moving CE can now leave walkable elements behind under the player
720 * when relocating, player can be set on walkable element now
721 * fixed another gravity movement bug
724 * uploaded pre-release (test) version 3.1.0-2 binary and source code
727 * added "collectible" and "removable" to extended replacement types
728 (where "removable" replaces "diggable" and "collectible" elements)
729 * added "collectible & throwable" (to throw element to the next field)
730 * fixed bug with CEs digging elements that are just about to explode
731 * changed mouse cursor now always being visible when game is paused
734 * added possibility to push/press accessible elements from a side that
736 * fixed bug with not setting actual date when appending to tape
739 * fixed bug with incorrectly initialized custom element editor graphics
742 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
743 - number of levels corrected from 18 to 17 in "levelinfo.conf"
746 * fixed bug with destroyed robot wheel still attracting robots forever
747 * fixed bug with time gate switch deactivating after robot wheel time
748 (while the time gate itself is not affected by this misbehaviour)
749 * changed behaviour of BD style amoeba to always get blocked by player
750 (before it was different when there were non-BD elements in level)
751 * fixed bug with player destroying indestructable elements with shield
754 * added option to make growing elements grow into anything diggable
755 (for the various amoeba types, biomaze and "game of life")
758 * fixed bug with movable elements not moving after left behind by CEs
759 * changed gravity movement to anything diggable, not only sand/base
760 * optionally allowing passing to walkable element, not only empty space
761 * added option "can pass to walkable element" for players
762 * finally fixed gravity movement (hopefully)
765 * fixed bug with movable elements not moving anymore after falling down
768 * fixed another bug with custom elements digging and leaving elements
769 * fixed bug with "along left/right side" and automatic start direction
770 * trigger elements now also displayed when "more custom" deactivated
771 * fixed bug with clipboard element initialized when loading new level
772 * added option "drop delay" to set delay before dropping next element
775 * uploaded pre-release (test) version 3.1.0-1 binary and source code
778 * added copy and paste functions for custom change pages
779 * enhanced graphical display and functionality of tape recorder
780 * fixed bug with custom elements digging and leaving elements
783 * added move speed faster than "very fast" for custom elements
784 * fixed bug with 3+3 style explosions and missing border content
785 * fixed little bug when copying custom elements in the editor
786 * enhanced custom element changes by more side trigger actions
789 * added option "no scrolling when relocating" for instant teleporting
790 * uploaded pre-release (test) version 3.1.0-0 binary and source code
793 * added trigger element and trigger player to use as target elements
794 * added copy and paste functions for custom and group elements
797 * fixed graphical bug when displaying explosion animations
798 * fixed bug when appending to tapes, resulting in broken tapes
799 * re-recorded a few tapes broken by fixing gravity checking bug
802 * "can move into acid" property now for all elements independently
803 * "can fall into acid" property for player stored in same bitfield now
804 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
805 * version number set to 3.1.0 (finally!)
808 * changed tape recording to only record input, not programmed actions
811 * fixed totally broken (every 8th frame skipped) step-by-step recording
812 * fixed bug with requester not displayed when quick-loading interrupted
813 * added option "can fall into acid (with gravity)" for players
814 * fixed bug with player not falling when snapping down with gravity
817 * fixed bug which messed up key config when using keypad number keys
820 * fixed bug which allowed moving upwards even when gravity was active
821 * fixed bug with missing error handling when dumping levels or tapes
824 * added different colored editor graphics for Supaplex gravity tubes
827 * fixed bug that allowed solvable tapes for unsolvable levels
830 * use unlimited number of droppable elements when "count" set to zero
831 * added option to use step limit instead of time limit for level
834 * added player and change page as trigger for custom element change
837 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
840 * fixed bug with dark yamyam changing to acid when moving over acid
841 * fixed handling of levels with more than 999 seconds level time
842 (example: level 76 of "Denmine")
845 * "spring push bug" reintroduced as configurable element property
846 * fixed bug with missing properties for "mole"
847 * fixed bug that showed up when fixing the above "mole" properties bug
848 * added option "can move into acid" for all movable elements
849 * fixed graphical bug for elements moving into acid
850 * changed event handling to handle all pending events before going on
853 * fixed bug which caused all CE change pages to be ignored which had
854 the same change event, but used a different element side
855 (reported by Simon Forsberg)
857 * fixed bug which caused elements that can move and fall and that are
858 transported by a conveyor belt to continue moving into that direction
859 after leaving the conveyor belt, regardless of their own movement
860 type; only elements which can not move are transported now
861 (reported by Simon Forsberg)
863 * fixed bug which could cause an array overflow in RelocatePlayer()
864 (reported by Niko Böhm)
866 * changed Emerald Mine style "passable / over" elements to "protected"
867 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
869 * added new option to select from which side a "walkable/passable"
870 element can be entered
873 * added explosion and ignition delay for elements that can explode
876 * fixed bug which caused player not being protected against enemies
877 when a CE was "walkable / inside" and was not "indestructible"
878 * added "walkable/passable" fields to be "protected/unprotected"
879 against enemies, even if not accessible "inside" but "over/under"
882 * corrected move pattern to 32 bit and initial move direction to 8 bit
885 * added second custom element base configuration page
888 * added some special EMC mappings to Emerald Mine level loader
889 (also covering previously unknown element in level 0 of "Bondmine 8")
892 * added option to block last field when player is moving (for Supaplex)
893 * adjusted push delay of Supaplex elements
894 * removed delays for envelopes etc. when replaying with maximum speed
895 * fixed bug when dropping element on a field that just changed to empty
898 * fixed bug: infotrons can now smash yellow disks
899 * fixed bug: when gravity active, port above player can now be entered
900 * removed "one white dot" mouse pointer which irritated some people
903 * added "choice type" for group element selection
906 * fixed bug with initial invulnerability of non-yellow player
909 * added level loader for loading native Supaplex packed levels
910 (including multi-part levels like the "splvls99" levels)
913 * fixed bug which allowed creating emeralds by escaping explosions
916 * custom elements can change (limited) or leave (unlimited) elements
917 * finally added multiple matches using group elements
918 * added shortcut to dump brush (type ":DB" in editor) for use in forum
921 * added new start movement type "previous" for continued CE movement
922 * added new start movement type "random" for random CE movement start
925 * added new element "sokoban_field_player" needed for Sokoban levels
926 (thanks to Ed Booker for pointing this out!)
929 * added elements that can be digged or left behind by custom elements
932 * added group elements for multiple matches and random element creation
935 * fixed some graphical errors displayed in old levels
938 * fixed wrong double speed movement after passing closing gates
941 * added level loader for loading native Emerald Mine levels
944 * changes for "shooting" style CE movement
947 * Happy New Year! ;-)
950 * changed default snap/drop keys from left/right Shift to Control keys
953 * fixed bug with dead player getting reanimated from custom element
956 * fixed bug with wrong penguin graphics (when entering exit)
959 * fixed bug with wrong "Murphy" graphics (when digging etc.)
962 * version number set to 3.0.9
965 * version 3.0.8 released
968 * added function checked_free()
971 * fixed bug with double nut cracking sound
972 (by eliminating "default element action sound" assignment in init.c)
975 * fixed crash when no music info files are available
978 * fixed boring and sleeping sounds
981 * added "maze runner" and "maze hunter" movement types
982 * added extended collision conditions for custom elements
985 * added warnings for undefined token values in artwork config files
988 * added menu entry for level set information to the info screen
991 * fixed bug with wrong default impact sound for colored emeralds
994 * added several sub-screens for the info screen
995 * menu text now also clickable (not only blue/red sphere left of it)
998 * added configurable "bored" and "sleeping" animations for the player
999 * added "awakening" sound for player when waking up after sleeping
1002 * added "copy" and "exchange" functions for custom elements to editor
1005 * added configurable element animations for info screen
1008 * added configurable music credits for info screen
1011 * finally fixed tape recording when player is created from CE change
1014 * added "editorsetup.conf" for editor element list configuration
1017 * added "musicinfo.conf" for menu and level music configuration
1020 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1021 (that only showed up on Linux, but not on Windows systems)
1024 * fixed turning movement of butterflies and fireflies (no frame reset)
1025 * enhanced sniksnak turning movement (two steps instead of only one)
1028 * version number set to 3.0.8
1031 * version 3.0.7 released
1034 * fixed reset of player animation frame when, for example,
1035 walking, digging or collecting share the same animation
1036 * fixed CE with "deadly when touching" exploding when touching amoeba
1039 * fixed tape recording when player is created from CE element change
1042 * introduced "turning..." action graphic for elements with move delay
1043 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1044 * added turning animations for bug, spaceship and sniksnak
1047 * prevent "extended" changed elements from delay change in same frame
1050 * fixed bug when pushing element that can move away to the side
1051 (like pushing falling elements, but now with moving elements)
1054 * finally fixed serious bug in code for delayed element pushing (again)
1057 * unavailable setup options now marked as "n/a" instead of "off"
1058 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1059 to "true", levels are always played with the latest game engine,
1060 which is desired for levels that are imported from other games; all
1061 other levels are played with the engine version stored in level file
1062 (which is normally the engine version the level was created with)
1065 * fixed serious bug in code for delayed element pushing
1066 * fixed little bug in animation frame selection for pushed elements
1067 * speed-up of reading config file for verbose output
1070 * added configuration option for opening and closing Supaplex exit
1071 * added configuration option for moving up/down animation for Murphy
1072 * fixed incorrectly displayed animation for attacking dragon
1073 * fixed bug with not setting initial gravity for each new game
1074 * fixed bug with teleportation of player by custom element change
1075 * fixed bug with player not getting smashed by rock sometimes
1078 * version number set to 3.0.7
1081 * version 3.0.6 released
1084 * added support for MP3 music for SDL version through SMPEG library
1087 * fixed bug when initializing font graphic structure
1088 * fixed bug with animation mode "pingpong" when using only 1 frame
1089 * fixed bug with extended change target introduced in 3.0.5
1090 * fixed bug where passing over moving element doubles player speed
1091 * fixed bug with elements continuing to move into push direction
1092 * fixed bug with duplicated player when dropping bomb with shield on
1093 * added "switching" event for custom elements ("pressing" only once)
1094 * fixed switching bug (resetting flag when not switching but not idle)
1097 * fixed element tokens for certain file elements with ".active" etc.
1100 * version number set to 3.0.6
1103 * version 3.0.5 released
1106 * now four envelope elements available
1107 * font, background, animation and sound for envelope now configurable
1108 * main menu doors opening/closing animation type now configurable
1111 * active/inactive sides configurable for custom element changes
1112 * new movement type "move when pushed" available for custom elements
1115 * fixed bug in multiple config pages loader code that caused crashes
1118 * enhanced (remaining low-resolution) Supaplex graphics
1121 * version number set to 3.0.5
1124 * version 3.0.4 released
1126 2003-09-12 src/tools.c
1127 * fixed bug in custom definition of crumbled element graphics
1129 2003-09-11 src/files.c
1130 * fixed bug in multiple config pages code that caused crashes
1133 * version number set to 3.0.4
1136 * version 3.0.3 released
1139 * added music to Supaplex classic level set
1141 2003-09-07 src/libgame/misc.c
1142 * added support for loading various music formats through SDL_mixer
1144 2003-09-06 (various source files)
1145 * fixed several nasty bugs that may have caused crashes on some systems
1146 * added envelope content which gets displayed when collecting envelope
1147 * added multiple change event pages for custom elements
1149 2003-08-24 src/game.c
1150 * fixed problem with player animation when snapping and moving
1152 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1153 * fixed problem with flickering when drawing toon animations
1155 2003-08-23 src/libgame/sdl.c
1156 * fixed problem with setting mouse cursor in SDL version in fullscreen
1158 2003-08-23 src/game.c
1159 * fixed bug (missing array boundary check) which could crash the game
1162 * version number set to 3.0.3
1165 * version 3.0.2 released
1167 2003-08-21 src/game.c
1168 * fixed bug with creating inaccessible elements at player position
1170 2003-08-20 src/init.c
1171 * fixed bug with not finding current level artwork directory
1173 2003-08-20 src/files.c
1174 * fixed bug with choosing wrong engine version when playing tapes
1175 * fixed bug with messing up custom element properties in 3.0.0 levels
1178 * version number set to 3.0.2
1181 * version 3.0.1 released
1183 2003-08-17 (no source files affected)
1184 * changed all "classic" PCX image files with 16 colors or less to
1185 256 color (8 bit) storage format, because the Allegro game library
1186 cannot handle PCX files with less than 256 colors (contributed
1187 graphics are not affected and might look wrong in the DOS version)
1189 2003-08-16 src/init.c
1190 * fixed bug which (for example) crashed the level editor when defining
1191 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1192 (only set to default) -- invalid graphics now set to default graphic
1194 2003-08-16 src/init.c
1195 * fixed graphical bug of player digging/collecting/snapping element
1196 when no corresponding graphic/animation is defined for this action,
1197 resulting in player being drawn as EL_EMPTY (which should only be
1198 done to elements being collected, but not to the player)
1200 2003-08-16 src/game.c
1201 * fixed small graphical bug of player not totally moving into exit
1203 2003-08-16 src/libgame/setup.c
1204 * fixed bug with wrong MS-DOS 8.3 filename conversion
1206 2003-08-16 src/tools.c
1207 * fixed bug with invisible mouse cursor when pressing ESC while playing
1209 2003-08-16 (various source files)
1210 * added another 128 custom elements (disabled in editor by default)
1212 2003-08-16 src/editor.c
1213 * fixed NULL string bug causing Solaris to crash in sprintf()
1215 2003-08-16 src/screen.c
1216 * fixed drawing over scrollbar on level selection with custom fonts
1218 2003-08-15 src/game.c
1219 * cleanup of simple sounds / loop sounds / music settings
1221 2003-08-08 (various source files)
1222 * added custom element property for dropping collected elements
1224 2003-08-08 src/conf_gfx.c
1225 * fixed bug with missing graphic for active red disk bomb
1227 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1228 * extended variable "level.gravity" to "level.initial_gravity" and
1229 "game.current_gravity" to prevent level setting from being changed
1230 by playing the level (keeping the runtime value after playing)
1232 * fixed graphics bug when digging element that has 'crumbled' graphic
1233 definition, but not 'diggable' graphic definition
1236 * version number set to 3.0.1
1239 * version 3.0.0 released
1242 * various bug fixes; among others:
1243 - fixed bug with pushing spring over empty space
1244 - fixed bug with leaving tube while placing dynamite
1245 - fixed bug with explosion of smashed penguins
1246 - allow Murphy player graphic in levels with non-Supaplex elements
1250 * I have forgotten to document changes for some time
1253 * pre-release version 2.2.0rc1 released
1256 * version number set to 2.1.2
1259 * version 2.1.1 released
1262 * version number set to 2.1.1
1265 * version 2.1.0 released
1268 * version number set to 2.1.0
1270 2002-04-03 to 2002-05-19 (various source files)
1271 * graphics, sounds and music now fully configurable
1272 * bug fixed that prevented walking through tubes when gravity on
1274 2002-04-02 src/events.c, src/editor.c
1275 * Make Escape key less aggressive when playing or when editing level.
1276 This can be configured as an option in the setup menu. (Default is
1277 "less aggressive" which means "ask user if something can be lost"
1278 when pressing the Escape key.)
1280 2002-04-02 src/screen.c
1281 * Added "graphics setup" screen.
1283 2002-04-01 src/screen.c
1284 * Changed "choose level" setup screen stuff to be more generic (to
1285 make it easier to add more "choose from generic tree" setup screens).
1287 2002-04-01 src/config.c, src/timestamp.h
1288 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1289 automatically gets created by "src/Makefile" and contains an actual
1290 compile-time timestamp to identify development versions of the game).
1292 2002-03-31 src/tape.c, src/events.c
1293 * Added quick game/tape save/load functions to tape stuff which can be
1294 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1295 loads previously recorded tape and directly goes into recording mode
1296 from the end of the tape (therefore appending to the tape).
1298 2002-03-31 src/tape.c
1299 * Added "index mark" function to tape recorder. When playing or
1300 recording, "eject" button changes to "index" button. Setting index
1301 mark is not yet implemented, but pressing index button when playing
1302 allows very quick advancing to end of tape (when normal playing),
1303 very fast forward mode (when playing with normal fast forward) or
1304 very fast reaching of "pause before end of tape" (when playing with
1305 "pause before end" playing mode).
1307 2002-03-30 src/cartoons.c
1308 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1310 2002-03-29 src/screen.c
1311 * Changed setup screen stuff to be more generic (to make it easier
1312 to add more setup screens).
1314 2002-03-23 src/main.c, src/main.h
1315 * Various changes due to the introduction of the new libgame files
1316 "setup.c" and "joystick.c".
1318 2002-03-23 src/files.c
1319 * Generic parts of "src/files.c" (mainly setup and level directory
1320 stuff) moved to new libgame file "src/libgame/setup.c".
1322 2002-03-23 src/joystick.c
1323 * File "src/joystick.c" moved to libgame source tree, with
1324 correspondig changes.
1326 2002-03-22 src/screens.c
1327 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1328 (Wrong level series information displayed when entering main group.)
1330 2002-03-22 src/editor.c
1331 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1333 2002-03-22 src/editor.c
1334 * Changed behaviour of "Escape" key in level editor to be more
1335 intuitive: When in "Element Properties" or "Level Info" mode,
1336 return to "Drawing Mode" instead of leaving the level editor.
1338 2002-03-21 src/game.c, src/editor.c, src/files.c
1339 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1340 gems (emeralds, diamonds, ...) slipping down from normal wall,
1341 steel wall and growing wall (as in E.M.C. style levels). Although
1342 the behaviour of contributed and private levels wasn't changed (due
1343 to the use of "level.game_version"; see previous entry), editing
1344 those levels will (of course) change the behaviour accordingly.
1346 This change seems a bit too hard after thinking about it, because
1347 the EM style behaviour is not the "expected" behaviour (gems would
1348 normally only slip down from "rounded" walls). Therefore this was
1349 now changed to an element property for gem style elements, with the
1350 default setting "off" (which means: no special EM style behaviour).
1351 To fix older converted levels, this flag is set to "on" for pre-2.0
1352 levels that are neither contributed nor private levels.
1354 2002-03-20 src/files.h
1355 * Corrected settings for "level.game_version" depending of level type.
1356 (Contributed and private levels always get played with game engine
1357 version they were created with, while converted levels always get
1358 played with the most recent version of the game engine, to let new
1359 corrections of the emulation behaviour take effect.)
1361 2002-03-20 src/main.h
1362 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1363 compiling the SDL version on some systems.
1364 Thanks to the several people who pointed this out.
1367 * Version number set to 2.0.2.
1370 * Version 2.0.1 released.
1372 2002-03-18 src/screens.c
1373 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1375 2002-03-18 src/files.c [src/libgame/misc.c]
1376 * Moved some common functions from src/files.c to src/libgame/misc.c.
1378 2002-03-18 src/files.c [src/libgame/misc.c]
1379 * Changed permissions for new directories and saved files (especially
1380 score files) according to suggestions of Debian users and mantainers.
1381 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1383 2002-03-17 src/files.c
1384 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1385 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1386 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1387 for levels and "TAPE" for tapes). Old "cookie" style format is
1388 still supported for reading. New level and tape files are written
1391 * New IFF chunk "VERS" contains version numbers for file and game
1392 (where "game version" is the version of the program that wrote the
1393 file, and "file version" is a version number to distinguish files
1394 with different format, for example after adding new features).
1396 2002-03-15 src/screen.c
1397 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1398 (Before, you heard a mixture of the in-game music and the
1399 hall-of-fame music.)
1401 2002-03-14 src/events.c
1402 * Function "DumpTape()" (files.c) now available by pressing 't' from
1403 main menu (when in DEBUG mode).
1405 2002-03-14 src/game.c
1406 * "GameWon()": When game was won playing a tape, now there is no delay
1407 raising the score and no corresponding sound is played.
1409 2002-03-14 src/files.c
1410 * Changed "LoadTape()" for real chunk support and also adjusted
1411 "SaveTape()" accordingly.
1413 2002-03-14 src/game.c, src/tape.c, src/files.c
1414 * Important changes to tape format: The old tape format stored all
1415 actions with a real effect with a corresponding delay between the
1416 stored actions. This had some major disadvantages (for example,
1417 push delays had to be ignored, pressing a button for some seconds
1418 mutated to several single button presses because of the non-action
1419 delays between two action frames etc.). The new tape format just
1420 stupidly records all device actions and replays them later. I really
1421 don't know why I haven't solved it that way before?! Old-style tapes
1422 (with tape file version less than 2.0) get converted to the new
1423 format on-the-fly when loading and can therefore still be played;
1424 only some minor parts of the old-style tape handling code was needed.
1425 (A perfect conversion is not possible, because there is information
1426 missing about the device actions between two action frames.)
1428 2002-03-14 src/files.c
1429 * New function "DumpTape()" to dump the contents of the current tape
1430 in a human readable format.
1432 2002-03-14 src/game.c
1433 * Small tape bug fixed: When automatically advancing to next level
1434 after a game was won, the tape from the previous level still was
1435 loaded as a tape for the new level.
1437 2002-03-14 src/tape.c
1438 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1439 tape, cartoons did not get completely removed because
1440 StopAnimation() was not called.
1442 2002-03-13 src/files.c
1443 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1444 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1445 size even when using 16-bit elements). Added new chunk "CNT2" for
1446 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1447 chunk even when content was 16-bit element). "CNT2" should now be
1448 able to store content for arbitrary elements (up to eight blocks of
1449 3 x 3 element arrays). All "CNT2" elements will always be stored as
1450 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1452 2002-03-13 src/files.c
1453 * Changed "LoadLevel()" for real chunk support.
1455 2002-03-12 src/game.c
1456 * Fixed problem (introduced after 2.0.0 release) with penguins
1457 not getting killed by enemies
1459 2002-02-24 src/game.c, src/main.h
1460 * Added "player->is_moving"; now "player->last_move_dir" does
1461 not contain any information if the player is just moving at
1463 Before, "player->last_move_dir" was misused for this purpose
1464 for the robot stuff (robots don't kill players when they are
1465 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1466 broke tapes when walking through pipes!
1467 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1468 in a continuous movement. This fact is ignored for friends and