2 * version number set to 3.2.2
5 * version 3.2.1 released
8 * fixed nasty bugs with handling error message file on Mac OS X systems
11 * general code cleanup (removing many annoying "#if 0" blocks etc.)
14 * fixed bug that caused broken tapes when manually appending to tapes
15 using the "pause before death" functionality, followed by recording
16 * added setup option to disable fading of screens for faster testing
19 * code cleanup of new fading functions
22 * changed behaviour after solved game -- do not immediately stop engine
23 * added some more smooth screen fadings (game start, hall of fame etc.)
26 * fixed bug with displaying pushed CE with value/score/delay anim_mode
29 * added configurable level preview position, tile size and dimensions
30 * added configurable game panel value positions (gems, time, score etc.)
33 * fixed small bug with time displayed incorrectly when collecting CEs
36 * fixed bug with bumpy scrolling with EM engine in double player mode
39 * added compatibility code to fix "Snake Bite" style levels that were
40 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
43 * fixed bug with scrollbars inside editor when using the Windows mouse
44 enhancement tool "True X-Mouse" (which injects key events to the event
45 queue to insert selected stuff into the Windows clipboard, which gets
46 confused with the "Insert" key for jumping to the last editor cascade
47 block in the element list)
48 * added Rocks'n'Diamonds icon for use as window icon to SDL version
49 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
52 * added selection of preferred fullscreen mode to setup / graphics menu
53 (useful if default mode 800 x 600 does not match screen aspect ratio)
56 * improved down-scaling of images for better editor and preview graphics
57 * changed user data directory for Mac OS X from Unix style to new place
60 * improved level number selection in main menu and player selection in
61 setup menu (input devices section) by using standard button gadgets
62 * added support for mouse scroll wheel (caused buggy behaviour before)
63 * added support for scrolling horizontal scrollbars with mouse wheel by
64 holding "Shift" key pressed while scrolling the wheel
65 * added support for single step mouse wheel scrolling by holding "Alt"
66 key pressed while scrolling the wheel (can be combined with "Shift")
67 * changed output file "stderr.txt" on Windows platform now always to be
68 created in the R'n'D sub-directory of the personal documents directory
69 * added Windows message box to direct to "stderr.txt" after error aborts
72 * improved general scrollbar handling (when jump-scrolling scrollbars)
75 * changed scrollbars to always show last line as first after scrolling
76 (that means jumping n - 1 screen lines instead of n screen lines)
79 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
80 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
81 * fixed special handling of vertically stacked acid becoming fake acid
84 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
85 affect multiple instances of the same CE, although this kind of
86 change condition usually only affects one single custom element
89 * version number set to 3.2.1
92 * version 3.2.0 released
95 * reorganized level editor element list a bit to match engines better
98 * fixed newly introduced bug with wrongly initializing clipboard element
101 * fixed bug with displaying visible/invisible level border in editor
104 * reorganized some elements in the level editor element list
107 * fixed bug with displaying any player as "yellow" when moving into acid
108 * fixed bug with displaying running player when player stopped at border
111 * fixed bug with player exploding when moving into acid
112 * fixed bug with level settings being reset in editor and when playing
113 (some compatibility settings being set not only after level loading)
114 * fixed crash bug when number of custom graphic frames was set to zero
115 * fixed bug with teleporting player on walkable tile not working anymore
116 * added partial compatibility support for pre-release-only "CONF" chunk
117 (to make Alan Bond's "color cycle" demo work again :-) )
120 * fixed some bugs when displaying title screens from info screen menu
121 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
124 * changed file major version to 3 to reflect level file format changes
125 * uploaded pre-release (test) version 3.2.0-8 binary and source code
128 * added new chunk "NAME" to level file format for level name settings
129 * added new chunk "NOTE" to level file format for envelope settings
130 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
131 * updated magic(5) file to recognize changed and new level file chunks
132 * removed change events "change when CE value/score changes" as unneeded
135 * changed gravity (which only affects the player) from level property
136 to player property (only makes a difference in multi-player levels)
137 * added change events "change when CE value/score changes"
138 * added change events "change when CE value/score changes of <element>"
141 * added new chunk "INFO" to level file format for global level settings
142 * added all element settings from "HEAD" chunk to "CONF" chunk
143 * added all global level settings from "HEAD" chunk to "INFO" chunk
146 * changed level file format by adding two new chunks "CUSX" (for custom
147 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
148 elements, replacing the previous "GRP1" chunk); these new IFF style
149 chunks use the new and flexible "micro chunks inside chunks" technique
150 already used with the new "CONF" chunk (for normal element properties)
151 which makes it possible to easily extend the existing level format
152 (instead of using fixed-length chunks like before, which are either
153 too big due to reserved bytes for future use, or too small when those
154 reserved bytes have all been used and even more data should be stored,
155 requiring the replacement by new and larger chunks just like it went
156 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
159 * added credits pages to the "credits" section that were really missing
160 * added some missing element descriptions to the level editor
161 * added down position of switchgate switch to the level editor
162 and allowed the use of both switch positions at the same time
163 * changed use of "Insert" and "Delete" keys to navigate element list in
164 level editor to start of previous or next cascading block of elements
167 * added the possibility to view the title screen to the info screen menu
168 * fixed some minor bugs with viewing title screens
171 * fixed bug with title (cross)fading in/out when using fullscreen mode
174 * fixed bug that forced re-defining of menu settings in local graphics
175 config file which are already defined in existing base config file
176 * fixed small bug that caused door sounds playing when music is enabled
179 * added the possibility to define up to five title screens for each
180 level set that are displayed after loading using (cross)fading in/out
181 (this was added to display the various start images of the EMC sets)
184 * added "CE score gets zero [of]" to custom element trigger conditions
185 * added setup option to display element token name in level editor
188 * added compatibility code for Juergen Bonhagen's menu artwork settings
191 * fixed bug with displaying wrong animation frame 0 after CE changes
192 * fixed bug with creating invisible elements when light switch is on
195 * added selection between ECS and AGA graphics for EMC levels to setup
198 * adjusted font handling for various narrow EMC style fonts
201 * changed EM engine behaviour back to re-allow initial rolling springs
204 * fixed handling of over-large selectboxes (less error-prone now)
205 * fixed bug when creating GE with walkable element under the player
208 * added use of "Insert" and "Delete" keys to navigate element list in
209 level editor to start of custom elements or start of group elements
210 * added virtual elements to access CE value and CE score of elements:
211 - "CE value of triggering element"
212 - "CE score of triggering element"
213 - "CE value of current element"
214 - "CE score of current element"
217 * fixed "grass" to "sand" in older EM levels (up to file version V4)
220 * changed behaviour of network games with internal errors (because of
221 different client frame counters) from immediately terminating R'n'D
222 to displaying an error message requester and stopping only the game
223 (also to prevent impression of crashes under non command-line runs)
224 * fixed playing network games with the EMC engine (did not work before)
225 * fixed bug with not scrolling the screen in multi-player mode with the
226 focus on player 1 when all players are moving in different directions
227 * fixed bug with keeping pointer to gadget even after its deallocation
228 * fixed bug with allowing "focus on all players" in network games
229 * fixed bug with player focus when playing tapes from network games
232 * uploaded pre-release (test) version 3.2.0-7 binary and source code
235 * code cleanup for game action control for R'n'D and EMC game engine
238 * fixed bug in multi-player movement with focus on both players
239 * added option to control only the focussed player with all input
242 * added player focus switching to level tape recording and re-playing
245 * fixed some bugs in player focus switching in EMC and RND game engine
248 * added special Supaplex animations for Murphy digging and snapping
249 * added special Supaplex animations for Murphy being bored and sleeping
252 * added four new yam yams with explicit start direction for EMC engine
253 * fixed bug in src/libgame/text.c with printing text outside the window
256 * fixed small bug in EMC level loader (copyright sign in EM II levels)
259 * added delayed ignition of EM style dynamite when used in R'n'D engine
260 * added limited movement range to EMC engine when focus on all players
263 * fixed bug with missing (zero) score values for native Supaplex levels
266 * added "continuous snapping" (snapping many elements while holding the
267 snap key pressed, without releasing the snap key after each element)
268 as a new player setting for more compatibility with the classic games
271 * finished scrolling for "focus on all players" in EMC graphics engine
274 * level sets with "levels: 0" are ignored for levels, but not artwork
275 * fixed bug when scanning empty level group directories (endless loop)
278 * fixed bug with explosion graphic for player using "Murphy" graphic
279 * fixed bug with explosion graphic if player leaves explosion in time
280 * changed some descriptive text in setup menu to use medium-width font
281 * added key shortcut settings for switching player focus to setup menu
284 * fixed bug with random value initialization when recording tapes
285 * fixed bug with playing single player tapes when team mode activated
288 * fixed little bug when trying to switch to player that does not exist
291 * added player switching (visual and quick) to R'n'D and EM game engine
292 * added setup option to select visual or quick in-game player switching
295 * added use of "Home" and "End" keys to handle element list in editor
298 * fixed bug with adding score when playing tape with EMC game engine
299 * added steel wall border for levels using EMC engine without border
300 * finally fixed delayed scrolling in EMC engine also for small levels
303 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
306 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
307 * fixed bug when displaying info element without action, but direction
310 * fixed minor graphical problems with springs smashing and slurping
311 (when using R'n'D style graphics instead of EMC style graphics)
314 * added scroll delay (as configured in setup) to EMC graphics engine
317 * improved screen redraw for EMC graphics engine (faster and smoother)
318 * when not scrolling, do not redraw the whole playfield if not needed
321 * added multi-player mode for EMC game engine (with up to four players)
324 * added android (can clone elements) from EMC engine to R'n'D engine
327 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
330 * added selectbox for initial player speed to player settings in editor
333 * version 3.1.2 created that is basically version 3.1.1, but with a
334 major bug fixed that prevented editing your own private levels
335 * version 3.1.2 released
338 * added magic ball (creates elements) from EMC engine to R'n'D engine
341 * uploaded fixed pre-release version 3.2.0-6 binary and source code
344 * fixed bug when using "CE can leave behind <trigger element>"
345 * added new change condition "(after/when) creation of <element>"
346 * added new change condition "(after/when) digging <element>"
347 * fixed bug accessing invalid gadget that caused crashes under Windows
348 * deactivated new possibility for multiple CE changes per frame
351 * uploaded pre-release (test) version 3.2.0-6 binary and source code
354 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
355 * fixed bug with not keeping CE value for moving CEs with only action
356 * changed CE action selectboxes in editor to be only reset when needed
359 * added option "use artwork from element" for custom player artwork
360 * added option "use explosion from element" for player explosions
363 * added cascaded element lists in the level editor
364 * added persistence for cascaded element lists by "editorcascade.conf"
365 * added dynamic element list with all elements used in current level
366 * added possibility for multiple CE changes per frame (experimental)
369 * uploaded pre-release (test) version 3.2.0-5 binary and source code
372 * changed "score for each 10 seconds/steps left" to "1 second/step"
373 * added own score for collecting "extra time" instead of sharing it
374 * added change events "switched by player" and "player switches <e>"
375 * added change events "snapped by player" and "player snaps <e>"
376 * added "set player artwork: <element choice>" to CE action options
377 * added change event "move of <element>"
380 * added "set player shield: off / normal / deadly" to CE action options
381 * added new player option "use level start element" in level editor
382 to set the correct focus at level start to elements from which the
383 player is created later (this did not work before for cascaded CE
384 changes resulting in creation of the player; it is now also possible
385 to create the player from a yam yam which is smashed at level start)
388 * added "set player speed: frozen (not moving)" to CE action options
389 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
392 * added new player option "block snap field" (enabled by default) to
393 make it possible to show a snapping animation like in Emerald Mine
396 * added dynamic selectboxes to custom element action settings in editor
397 * added "CE value" counter for custom elements (instead of "CE count")
398 * added option to use the last "CE value" after custom element change
399 * added option to use the "CE value" of other elements in CE actions
400 * fixed odd behaviour when pressing time orb in levels w/o time limit
401 * added checkbox "use time orb bug" for older levels that use this bug
404 * added missing configuration settings for the following elements:
405 - EL_TIMEGATE_SWITCH (time of open time gate)
406 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
407 - EL_SHIELD_NORMAL (time of shield duration)
408 - EL_SHIELD_DEADLY (time of shield duration)
409 - EL_EXTRA_TIME (time added to level time)
410 - EL_TIME_ORB_FULL (time added to level time)
413 * added "wind direction" as a movement pattern for custom elements
414 * added initial wind direction for balloon / custom elements to editor
415 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
418 * added parameters for "game of life" and "biomaze" elements to editor
421 * added level file chunk "CONF" for generic level and element settings
424 * uploaded pre-release (test) version 3.2.0-4 binary and source code
427 * skip empty level sets (with "levels: 0"; may be artwork base sets)
428 * added sound action ".page[1]" to ".page[32]" for each CE change page
431 * added image config suffix ".clone_from" to copy whole image settings
432 * fixed bug with invalid ("undefined") CE settings in old level files
435 * fixed graphical bug with smashing elements falling faster than player
438 * fixed major bug which prevented private levels from being edited
439 * fixed bug with precedence of general and special font definitions
442 * fixed graphical bug with player animation when player moves slowly
445 * uploaded pre-release (test) version 3.2.0-3 binary and source code
448 * fixed bug which prevented "global.num_toons: 0" from working
451 * major code cleanup (removed all these annoying "#if 0" blocks)
454 * added custom element actions for CE change page in level editor
457 * fixed music initialization bug in init.c (thanks to David Binderman)
458 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
459 (this bug must probably be fixed at other places, too)
462 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
463 (should be '#include <SDL.h>' instead)
466 * fixed bug which prevented "walkable from no direction" from working
467 (due to compatibility code overwriting this setting after loading)
470 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
473 * version number temporarily set to 3.1.1 (intermediate bugfix release)
474 * version 3.1.1 released
477 * changed some va_arg() arguments from 'long' to 'int', fixing problems
478 on 64-bit architecture systems with LP64 data model
481 * fixed bug with bombs not exploding when hitting the last level line
482 (introduced after the release of 3.1.0)
485 * added support for dumping small-sized level sketches from editor
488 * added recognition of "trigger element" for "change digged element to"
489 (this is not really what the "trigger element" was made for, but its
490 use may seem obvious for leaving back digged elements unchanged)
493 * fixed multiple warnings about failed joystick device initialization
496 * fixed bug with dynamite dropped on top of just dropped custom element
497 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
498 dynamite can still be dropped, but drop key must be released before
501 * fixed bug with wrong start directory when started from file browser
502 (due to this bug, R'n'D could not be started from KDE's Konqueror)
505 * fixed bug causing "change when impact" on player not working
506 * fixed wrong priority of "hitting something" over "hitting <element>"
507 * fixed wrong priority of "hit by something" over "hit by <element>"
510 * fixed graphical bug which caused the player (being Murphy) to show
511 collecting animations although the element was collected by penguin
514 * fixed two bugs causing wrong door background graphics in system.c
515 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
518 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
519 * added "no direction" to "walkable/passable from" selectbox options
522 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
523 * in tape autoplay, not only report broken, but also missing tapes
526 * uploaded pre-release (test) version 3.2.0-2 binary and source code
529 * fixed small bug with "linear" animation not working for active lamp
532 * fixed bug with moving up despite gravity due to "block last field"
533 * fixed small bug with wrong draw offset when typing name in main menu
534 * when reading user names from "passwd", ignore data after first comma
535 * when creating new "levelinfo.conf", only write some selected entries
538 * fixed displaying "imported from/by" on preview with empty string
539 * fixed ignoring draw offset for fonts used for level preview texts
542 * fixed a delay problem with SDL and too many mouse motion events
543 * added setup option "skip levels" and level skipping functionality
546 * added move speed "not moving" for non-moving CEs, but with direction
549 * fixed mapping of obsolete element token names in "editorsetup.conf"
550 * fixed bug with sound "acid.splashing" treated as a loop sound
551 * fixed some little sound bugs in native EM engine
554 * fixed small bug when dragging scrollbars to end positions
557 * added editor element descriptions written by Aaron Davidson
560 * improved fallback handling when configured artwork is not available
561 (now using default artwork instead of exiting when files not found)
564 * fixed bug on level selection screen when dragging scrollbar
567 * fixed bug which caused broken tapes when appending to EM engine tapes
570 * uploaded pre-release (test) version 3.2.0-1 binary and source code
573 * added code to replace changed artwork config tokens with other tokens
574 (needed for backwards compatibility, so that older tokens still work)
577 * added native R'n'D graphics for some new EMC elements in EM engine
580 * fixed some bugs in the EM engine integration code
581 * changed EM engine code to allow diagonal movement
582 * changed EM engine code to allow use of separate snap and drop keys
585 * fixed some redraw bugs when using EM engine
588 * fixed bug with not converting RND levels which are set to use native
589 engine to native level structure when loading
592 * uploaded pre-release (test) version 3.2.0-0 binary and source code
595 * version number set to 3.2.0
598 * level data now reset to defaults after attempt to load invalid file
601 * added use of "editorsetup.conf" for different level sets
604 * added auto-detection for various types of Emerald Mine level files
607 * fixed bug with scrollbars getting too small when list is very large
610 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
613 * added most level editor configuration gadgets for new EMC elements
616 * added more element and graphic definitions for new EMC elements
619 * modified native EM engine to use integrated R'n'D sound system
622 * added SDL support to graphics functions in native EM engine
623 (by always using generic libgame interface functions)
626 * fixed bug in frame synchronization in native EM engine
629 * added code to convert levels between R'n'D and native EM engine
632 * new Emerald Mine engine can now play levels selected in main menu
635 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
636 (which creates scaled down graphics for level editor and preview);
637 there's still a memory leak somewhere in the artwork handling code
638 * added "scale image up" functionality to X11 version of zoom function
641 * first attempts to integrate new, native Emerald Mine Club engine
644 * fixed bug in gadget code which caused reset of CEs in level editor
645 (example: pressing 'b' [grab brush] on CE config page erased values)
646 (solution: check if gadgets in ClickOnGadget() are really mapped)
647 * improved level change detection in editor (settings now also checked)
648 * fixed bug with "can move into acid" and "don't collide with" state
651 * fixed maze runner style CEs to use the configured move delay value
654 * added Aaron Davidson's tutorial level set to the "Tutorials" section
657 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
658 * fixed the above fix because it broke level set "machine" (*sigh*)
659 * fixed random element placement in level editor to work as expected
660 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
663 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
666 * fixed bug (missing array boundary check) which caused broken tapes
667 * fixed bug (when loading level template) which caused broken levels
668 * fixed bug with new block last field code when using non-yellow player
671 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
672 * internal change of how the player blocks the last field when moving
673 * fixed blocking delay of last field for EM and SP style block delay
674 * fixed bug where the player had to wait for the usual move delay after
675 unsuccessfully trying to move, when he directly could move after that
676 * the last two changes should make original Supaplex level 93 solvable
677 * improved use of random number generator to make it less predictable
678 * fixed behaviour of slippery SP elements to let slip left, then right
681 * fixed bug with wrong door state after trying to quickload empty tape
682 * fixed waste of static memory usage of the binary, making it smaller
683 * fixed very little graphical bug in Supaplex explosion
686 * version number set to 3.1.1
689 * version 3.1.0 released
692 * fixed bug with crash when writing user levelinfo.conf the first time
695 * added option "convert LEVELDIR [NR]" to command line batch commands
696 * re-converted Supaplex levels to apply latest engine fixes
697 * changed "use graphic/sound of element" to "use graphic of element"
698 due to compatibility problems with some levels ("bug machine" etc.)
701 * fixed bug with CE change replacing player with same or other player
704 * fixed bug with opaque font in envelope with background graphic when
705 background graphic is not transparent itself
708 * added "gravity on" and "gravity off" ports for Supaplex compatibility
709 * corrected original Supaplex level loading code to use these new ports
710 * also corrected Supaplex loader to auto-count infotrons if set to zero
713 * fixed bug with missing initialization of "modified" flag for GEs
716 * fixed bug that caused endless recursion loop when relocating player
717 * fixed tape recorder bug in "step mode" when using "pause before end"
718 * fixed tape recorder bug when changing from "warp forward" mode
721 * fixed bug with "when touching" for pushed elements at last position
724 * fixed bug that caused two activated toolbox buttons in level editor
725 * fixed bug with exploding dynabomb under player due to other explosion
728 * fixed bug with creating walkable custom element under player (again)
729 * fixed bug with not copying explosion type when copying CEs in editor
730 * fixed graphical bug when drawing player in setup menu (input devices)
731 * fixed graphical bug when the player is pushing an accessible element
732 * fixed bug with classic switchable elements triggering CE changes
733 * fixed bug with entering/leaving walkable element in RelocatePlayer()
734 * fixed crash bug when CE leaves behind the trigger player element
737 * fixed bug with broken tubes after placing/exploding dynamite in them
738 * fixed bug with exploding dynamite under player due to other explosion
739 * fixed bug with not resetting push delay under certain circumstances
742 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
743 * added network multiplayer code for Windows (thanks to Niko Böhm)
746 * added option "reachable despite gravity" for gravity movement
747 * changed gravity movement of most classic walkable and passable
748 elements back to "not reachable" (for compatibility reasons)
751 * fixed (removed) "indestructible" / "can explode" dependency in editor
752 * fixed (removed) "accessible inside" / "protected" dependency
753 * fixed (removed) "step mode" / "shield time" dependency
756 * fixed dynabombs exploding now into anything diggable
757 * fixed Supaplex style gravity movement into buggy base now impossible
758 * added pressing key "space" as valid action to select menu options
761 * added "replace when walkable" to relocate player to walkable element
762 * added "enter"/"leave" event for elements affected by relocation
763 * fixed "direct"/"indirect" change order also for "when change" event
764 * fixed graphical bug when pushing things from elements walkable inside
767 * fixed graphic bug when player is snapping while moving in old levels
768 * fixed bug when a moving custom element leaves a player element behind
769 * fixed bug with mole not disappearing when moving into acid pool
770 * fixed bug with incomplete path setting when using "--basepath" option
771 * moving CE can now leave walkable elements behind under the player
772 * when relocating, player can be set on walkable element now
773 * fixed another gravity movement bug
776 * uploaded pre-release (test) version 3.1.0-2 binary and source code
779 * added "collectible" and "removable" to extended replacement types
780 (where "removable" replaces "diggable" and "collectible" elements)
781 * added "collectible & throwable" (to throw element to the next field)
782 * fixed bug with CEs digging elements that are just about to explode
783 * changed mouse cursor now always being visible when game is paused
786 * added possibility to push/press accessible elements from a side that
788 * fixed bug with not setting actual date when appending to tape
791 * fixed bug with incorrectly initialized custom element editor graphics
794 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
795 - number of levels corrected from 18 to 17 in "levelinfo.conf"
798 * fixed bug with destroyed robot wheel still attracting robots forever
799 * fixed bug with time gate switch deactivating after robot wheel time
800 (while the time gate itself is not affected by this misbehaviour)
801 * changed behaviour of BD style amoeba to always get blocked by player
802 (before it was different when there were non-BD elements in level)
803 * fixed bug with player destroying indestructable elements with shield
806 * added option to make growing elements grow into anything diggable
807 (for the various amoeba types, biomaze and "game of life")
810 * fixed bug with movable elements not moving after left behind by CEs
811 * changed gravity movement to anything diggable, not only sand/base
812 * optionally allowing passing to walkable element, not only empty space
813 * added option "can pass to walkable element" for players
814 * finally fixed gravity movement (hopefully)
817 * fixed bug with movable elements not moving anymore after falling down
820 * fixed another bug with custom elements digging and leaving elements
821 * fixed bug with "along left/right side" and automatic start direction
822 * trigger elements now also displayed when "more custom" deactivated
823 * fixed bug with clipboard element initialized when loading new level
824 * added option "drop delay" to set delay before dropping next element
827 * uploaded pre-release (test) version 3.1.0-1 binary and source code
830 * added copy and paste functions for custom change pages
831 * enhanced graphical display and functionality of tape recorder
832 * fixed bug with custom elements digging and leaving elements
835 * added move speed faster than "very fast" for custom elements
836 * fixed bug with 3+3 style explosions and missing border content
837 * fixed little bug when copying custom elements in the editor
838 * enhanced custom element changes by more side trigger actions
841 * added option "no scrolling when relocating" for instant teleporting
842 * uploaded pre-release (test) version 3.1.0-0 binary and source code
845 * added trigger element and trigger player to use as target elements
846 * added copy and paste functions for custom and group elements
849 * fixed graphical bug when displaying explosion animations
850 * fixed bug when appending to tapes, resulting in broken tapes
851 * re-recorded a few tapes broken by fixing gravity checking bug
854 * "can move into acid" property now for all elements independently
855 * "can fall into acid" property for player stored in same bitfield now
856 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
857 * version number set to 3.1.0 (finally!)
860 * changed tape recording to only record input, not programmed actions
863 * fixed totally broken (every 8th frame skipped) step-by-step recording
864 * fixed bug with requester not displayed when quick-loading interrupted
865 * added option "can fall into acid (with gravity)" for players
866 * fixed bug with player not falling when snapping down with gravity
869 * fixed bug which messed up key config when using keypad number keys
872 * fixed bug which allowed moving upwards even when gravity was active
873 * fixed bug with missing error handling when dumping levels or tapes
876 * added different colored editor graphics for Supaplex gravity tubes
879 * fixed bug that allowed solvable tapes for unsolvable levels
882 * use unlimited number of droppable elements when "count" set to zero
883 * added option to use step limit instead of time limit for level
886 * added player and change page as trigger for custom element change
889 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
892 * fixed bug with dark yamyam changing to acid when moving over acid
893 * fixed handling of levels with more than 999 seconds level time
894 (example: level 76 of "Denmine")
897 * "spring push bug" reintroduced as configurable element property
898 * fixed bug with missing properties for "mole"
899 * fixed bug that showed up when fixing the above "mole" properties bug
900 * added option "can move into acid" for all movable elements
901 * fixed graphical bug for elements moving into acid
902 * changed event handling to handle all pending events before going on
905 * fixed bug which caused all CE change pages to be ignored which had
906 the same change event, but used a different element side
907 (reported by Simon Forsberg)
909 * fixed bug which caused elements that can move and fall and that are
910 transported by a conveyor belt to continue moving into that direction
911 after leaving the conveyor belt, regardless of their own movement
912 type; only elements which can not move are transported now
913 (reported by Simon Forsberg)
915 * fixed bug which could cause an array overflow in RelocatePlayer()
916 (reported by Niko Böhm)
918 * changed Emerald Mine style "passable / over" elements to "protected"
919 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
921 * added new option to select from which side a "walkable/passable"
922 element can be entered
925 * added explosion and ignition delay for elements that can explode
928 * fixed bug which caused player not being protected against enemies
929 when a CE was "walkable / inside" and was not "indestructible"
930 * added "walkable/passable" fields to be "protected/unprotected"
931 against enemies, even if not accessible "inside" but "over/under"
934 * corrected move pattern to 32 bit and initial move direction to 8 bit
937 * added second custom element base configuration page
940 * added some special EMC mappings to Emerald Mine level loader
941 (also covering previously unknown element in level 0 of "Bondmine 8")
944 * added option to block last field when player is moving (for Supaplex)
945 * adjusted push delay of Supaplex elements
946 * removed delays for envelopes etc. when replaying with maximum speed
947 * fixed bug when dropping element on a field that just changed to empty
950 * fixed bug: infotrons can now smash yellow disks
951 * fixed bug: when gravity active, port above player can now be entered
952 * removed "one white dot" mouse pointer which irritated some people
955 * added "choice type" for group element selection
958 * fixed bug with initial invulnerability of non-yellow player
961 * added level loader for loading native Supaplex packed levels
962 (including multi-part levels like the "splvls99" levels)
965 * fixed bug which allowed creating emeralds by escaping explosions
968 * custom elements can change (limited) or leave (unlimited) elements
969 * finally added multiple matches using group elements
970 * added shortcut to dump brush (type ":DB" in editor) for use in forum
973 * added new start movement type "previous" for continued CE movement
974 * added new start movement type "random" for random CE movement start
977 * added new element "sokoban_field_player" needed for Sokoban levels
978 (thanks to Ed Booker for pointing this out!)
981 * added elements that can be digged or left behind by custom elements
984 * added group elements for multiple matches and random element creation
987 * fixed some graphical errors displayed in old levels
990 * fixed wrong double speed movement after passing closing gates
993 * added level loader for loading native Emerald Mine levels
996 * changes for "shooting" style CE movement
999 * Happy New Year! ;-)
1002 * changed default snap/drop keys from left/right Shift to Control keys
1005 * fixed bug with dead player getting reanimated from custom element
1008 * fixed bug with wrong penguin graphics (when entering exit)
1011 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1014 * version number set to 3.0.9
1017 * version 3.0.8 released
1020 * added function checked_free()
1023 * fixed bug with double nut cracking sound
1024 (by eliminating "default element action sound" assignment in init.c)
1027 * fixed crash when no music info files are available
1030 * fixed boring and sleeping sounds
1033 * added "maze runner" and "maze hunter" movement types
1034 * added extended collision conditions for custom elements
1037 * added warnings for undefined token values in artwork config files
1040 * added menu entry for level set information to the info screen
1043 * fixed bug with wrong default impact sound for colored emeralds
1046 * added several sub-screens for the info screen
1047 * menu text now also clickable (not only blue/red sphere left of it)
1050 * added configurable "bored" and "sleeping" animations for the player
1051 * added "awakening" sound for player when waking up after sleeping
1054 * added "copy" and "exchange" functions for custom elements to editor
1057 * added configurable element animations for info screen
1060 * added configurable music credits for info screen
1063 * finally fixed tape recording when player is created from CE change
1066 * added "editorsetup.conf" for editor element list configuration
1069 * added "musicinfo.conf" for menu and level music configuration
1072 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1073 (that only showed up on Linux, but not on Windows systems)
1076 * fixed turning movement of butterflies and fireflies (no frame reset)
1077 * enhanced sniksnak turning movement (two steps instead of only one)
1080 * version number set to 3.0.8
1083 * version 3.0.7 released
1086 * fixed reset of player animation frame when, for example,
1087 walking, digging or collecting share the same animation
1088 * fixed CE with "deadly when touching" exploding when touching amoeba
1091 * fixed tape recording when player is created from CE element change
1094 * introduced "turning..." action graphic for elements with move delay
1095 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1096 * added turning animations for bug, spaceship and sniksnak
1099 * prevent "extended" changed elements from delay change in same frame
1102 * fixed bug when pushing element that can move away to the side
1103 (like pushing falling elements, but now with moving elements)
1106 * finally fixed serious bug in code for delayed element pushing (again)
1109 * unavailable setup options now marked as "n/a" instead of "off"
1110 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1111 to "true", levels are always played with the latest game engine,
1112 which is desired for levels that are imported from other games; all
1113 other levels are played with the engine version stored in level file
1114 (which is normally the engine version the level was created with)
1117 * fixed serious bug in code for delayed element pushing
1118 * fixed little bug in animation frame selection for pushed elements
1119 * speed-up of reading config file for verbose output
1122 * added configuration option for opening and closing Supaplex exit
1123 * added configuration option for moving up/down animation for Murphy
1124 * fixed incorrectly displayed animation for attacking dragon
1125 * fixed bug with not setting initial gravity for each new game
1126 * fixed bug with teleportation of player by custom element change
1127 * fixed bug with player not getting smashed by rock sometimes
1130 * version number set to 3.0.7
1133 * version 3.0.6 released
1136 * added support for MP3 music for SDL version through SMPEG library
1139 * fixed bug when initializing font graphic structure
1140 * fixed bug with animation mode "pingpong" when using only 1 frame
1141 * fixed bug with extended change target introduced in 3.0.5
1142 * fixed bug where passing over moving element doubles player speed
1143 * fixed bug with elements continuing to move into push direction
1144 * fixed bug with duplicated player when dropping bomb with shield on
1145 * added "switching" event for custom elements ("pressing" only once)
1146 * fixed switching bug (resetting flag when not switching but not idle)
1149 * fixed element tokens for certain file elements with ".active" etc.
1152 * version number set to 3.0.6
1155 * version 3.0.5 released
1158 * now four envelope elements available
1159 * font, background, animation and sound for envelope now configurable
1160 * main menu doors opening/closing animation type now configurable
1163 * active/inactive sides configurable for custom element changes
1164 * new movement type "move when pushed" available for custom elements
1167 * fixed bug in multiple config pages loader code that caused crashes
1170 * enhanced (remaining low-resolution) Supaplex graphics
1173 * version number set to 3.0.5
1176 * version 3.0.4 released
1178 2003-09-12 src/tools.c
1179 * fixed bug in custom definition of crumbled element graphics
1181 2003-09-11 src/files.c
1182 * fixed bug in multiple config pages code that caused crashes
1185 * version number set to 3.0.4
1188 * version 3.0.3 released
1191 * added music to Supaplex classic level set
1193 2003-09-07 src/libgame/misc.c
1194 * added support for loading various music formats through SDL_mixer
1196 2003-09-06 (various source files)
1197 * fixed several nasty bugs that may have caused crashes on some systems
1198 * added envelope content which gets displayed when collecting envelope
1199 * added multiple change event pages for custom elements
1201 2003-08-24 src/game.c
1202 * fixed problem with player animation when snapping and moving
1204 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1205 * fixed problem with flickering when drawing toon animations
1207 2003-08-23 src/libgame/sdl.c
1208 * fixed problem with setting mouse cursor in SDL version in fullscreen
1210 2003-08-23 src/game.c
1211 * fixed bug (missing array boundary check) which could crash the game
1214 * version number set to 3.0.3
1217 * version 3.0.2 released
1219 2003-08-21 src/game.c
1220 * fixed bug with creating inaccessible elements at player position
1222 2003-08-20 src/init.c
1223 * fixed bug with not finding current level artwork directory
1225 2003-08-20 src/files.c
1226 * fixed bug with choosing wrong engine version when playing tapes
1227 * fixed bug with messing up custom element properties in 3.0.0 levels
1230 * version number set to 3.0.2
1233 * version 3.0.1 released
1235 2003-08-17 (no source files affected)
1236 * changed all "classic" PCX image files with 16 colors or less to
1237 256 color (8 bit) storage format, because the Allegro game library
1238 cannot handle PCX files with less than 256 colors (contributed
1239 graphics are not affected and might look wrong in the DOS version)
1241 2003-08-16 src/init.c
1242 * fixed bug which (for example) crashed the level editor when defining
1243 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1244 (only set to default) -- invalid graphics now set to default graphic
1246 2003-08-16 src/init.c
1247 * fixed graphical bug of player digging/collecting/snapping element
1248 when no corresponding graphic/animation is defined for this action,
1249 resulting in player being drawn as EL_EMPTY (which should only be
1250 done to elements being collected, but not to the player)
1252 2003-08-16 src/game.c
1253 * fixed small graphical bug of player not totally moving into exit
1255 2003-08-16 src/libgame/setup.c
1256 * fixed bug with wrong MS-DOS 8.3 filename conversion
1258 2003-08-16 src/tools.c
1259 * fixed bug with invisible mouse cursor when pressing ESC while playing
1261 2003-08-16 (various source files)
1262 * added another 128 custom elements (disabled in editor by default)
1264 2003-08-16 src/editor.c
1265 * fixed NULL string bug causing Solaris to crash in sprintf()
1267 2003-08-16 src/screen.c
1268 * fixed drawing over scrollbar on level selection with custom fonts
1270 2003-08-15 src/game.c
1271 * cleanup of simple sounds / loop sounds / music settings
1273 2003-08-08 (various source files)
1274 * added custom element property for dropping collected elements
1276 2003-08-08 src/conf_gfx.c
1277 * fixed bug with missing graphic for active red disk bomb
1279 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1280 * extended variable "level.gravity" to "level.initial_gravity" and
1281 "game.current_gravity" to prevent level setting from being changed
1282 by playing the level (keeping the runtime value after playing)
1284 * fixed graphics bug when digging element that has 'crumbled' graphic
1285 definition, but not 'diggable' graphic definition
1288 * version number set to 3.0.1
1291 * version 3.0.0 released
1294 * various bug fixes; among others:
1295 - fixed bug with pushing spring over empty space
1296 - fixed bug with leaving tube while placing dynamite
1297 - fixed bug with explosion of smashed penguins
1298 - allow Murphy player graphic in levels with non-Supaplex elements
1302 * I have forgotten to document changes for some time
1305 * pre-release version 2.2.0rc1 released
1308 * version number set to 2.1.2
1311 * version 2.1.1 released
1314 * version number set to 2.1.1
1317 * version 2.1.0 released
1320 * version number set to 2.1.0
1322 2002-04-03 to 2002-05-19 (various source files)
1323 * graphics, sounds and music now fully configurable
1324 * bug fixed that prevented walking through tubes when gravity on
1326 2002-04-02 src/events.c, src/editor.c
1327 * Make Escape key less aggressive when playing or when editing level.
1328 This can be configured as an option in the setup menu. (Default is
1329 "less aggressive" which means "ask user if something can be lost"
1330 when pressing the Escape key.)
1332 2002-04-02 src/screen.c
1333 * Added "graphics setup" screen.
1335 2002-04-01 src/screen.c
1336 * Changed "choose level" setup screen stuff to be more generic (to
1337 make it easier to add more "choose from generic tree" setup screens).
1339 2002-04-01 src/config.c, src/timestamp.h
1340 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1341 automatically gets created by "src/Makefile" and contains an actual
1342 compile-time timestamp to identify development versions of the game).
1344 2002-03-31 src/tape.c, src/events.c
1345 * Added quick game/tape save/load functions to tape stuff which can be
1346 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1347 loads previously recorded tape and directly goes into recording mode
1348 from the end of the tape (therefore appending to the tape).
1350 2002-03-31 src/tape.c
1351 * Added "index mark" function to tape recorder. When playing or
1352 recording, "eject" button changes to "index" button. Setting index
1353 mark is not yet implemented, but pressing index button when playing
1354 allows very quick advancing to end of tape (when normal playing),
1355 very fast forward mode (when playing with normal fast forward) or
1356 very fast reaching of "pause before end of tape" (when playing with
1357 "pause before end" playing mode).
1359 2002-03-30 src/cartoons.c
1360 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1362 2002-03-29 src/screen.c
1363 * Changed setup screen stuff to be more generic (to make it easier
1364 to add more setup screens).
1366 2002-03-23 src/main.c, src/main.h
1367 * Various changes due to the introduction of the new libgame files
1368 "setup.c" and "joystick.c".
1370 2002-03-23 src/files.c
1371 * Generic parts of "src/files.c" (mainly setup and level directory
1372 stuff) moved to new libgame file "src/libgame/setup.c".
1374 2002-03-23 src/joystick.c
1375 * File "src/joystick.c" moved to libgame source tree, with
1376 correspondig changes.
1378 2002-03-22 src/screens.c
1379 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1380 (Wrong level series information displayed when entering main group.)
1382 2002-03-22 src/editor.c
1383 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1385 2002-03-22 src/editor.c
1386 * Changed behaviour of "Escape" key in level editor to be more
1387 intuitive: When in "Element Properties" or "Level Info" mode,
1388 return to "Drawing Mode" instead of leaving the level editor.
1390 2002-03-21 src/game.c, src/editor.c, src/files.c
1391 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1392 gems (emeralds, diamonds, ...) slipping down from normal wall,
1393 steel wall and growing wall (as in E.M.C. style levels). Although
1394 the behaviour of contributed and private levels wasn't changed (due
1395 to the use of "level.game_version"; see previous entry), editing
1396 those levels will (of course) change the behaviour accordingly.
1398 This change seems a bit too hard after thinking about it, because
1399 the EM style behaviour is not the "expected" behaviour (gems would
1400 normally only slip down from "rounded" walls). Therefore this was
1401 now changed to an element property for gem style elements, with the
1402 default setting "off" (which means: no special EM style behaviour).
1403 To fix older converted levels, this flag is set to "on" for pre-2.0
1404 levels that are neither contributed nor private levels.
1406 2002-03-20 src/files.h
1407 * Corrected settings for "level.game_version" depending of level type.
1408 (Contributed and private levels always get played with game engine
1409 version they were created with, while converted levels always get
1410 played with the most recent version of the game engine, to let new
1411 corrections of the emulation behaviour take effect.)
1413 2002-03-20 src/main.h
1414 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1415 compiling the SDL version on some systems.
1416 Thanks to the several people who pointed this out.
1419 * Version number set to 2.0.2.
1422 * Version 2.0.1 released.
1424 2002-03-18 src/screens.c
1425 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1427 2002-03-18 src/files.c [src/libgame/misc.c]
1428 * Moved some common functions from src/files.c to src/libgame/misc.c.
1430 2002-03-18 src/files.c [src/libgame/misc.c]
1431 * Changed permissions for new directories and saved files (especially
1432 score files) according to suggestions of Debian users and mantainers.
1433 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1435 2002-03-17 src/files.c
1436 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1437 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1438 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1439 for levels and "TAPE" for tapes). Old "cookie" style format is
1440 still supported for reading. New level and tape files are written
1443 * New IFF chunk "VERS" contains version numbers for file and game
1444 (where "game version" is the version of the program that wrote the
1445 file, and "file version" is a version number to distinguish files
1446 with different format, for example after adding new features).
1448 2002-03-15 src/screen.c
1449 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1450 (Before, you heard a mixture of the in-game music and the
1451 hall-of-fame music.)
1453 2002-03-14 src/events.c
1454 * Function "DumpTape()" (files.c) now available by pressing 't' from
1455 main menu (when in DEBUG mode).
1457 2002-03-14 src/game.c
1458 * "GameWon()": When game was won playing a tape, now there is no delay
1459 raising the score and no corresponding sound is played.
1461 2002-03-14 src/files.c
1462 * Changed "LoadTape()" for real chunk support and also adjusted
1463 "SaveTape()" accordingly.
1465 2002-03-14 src/game.c, src/tape.c, src/files.c
1466 * Important changes to tape format: The old tape format stored all
1467 actions with a real effect with a corresponding delay between the
1468 stored actions. This had some major disadvantages (for example,
1469 push delays had to be ignored, pressing a button for some seconds
1470 mutated to several single button presses because of the non-action
1471 delays between two action frames etc.). The new tape format just
1472 stupidly records all device actions and replays them later. I really
1473 don't know why I haven't solved it that way before?! Old-style tapes
1474 (with tape file version less than 2.0) get converted to the new
1475 format on-the-fly when loading and can therefore still be played;
1476 only some minor parts of the old-style tape handling code was needed.
1477 (A perfect conversion is not possible, because there is information
1478 missing about the device actions between two action frames.)
1480 2002-03-14 src/files.c
1481 * New function "DumpTape()" to dump the contents of the current tape
1482 in a human readable format.
1484 2002-03-14 src/game.c
1485 * Small tape bug fixed: When automatically advancing to next level
1486 after a game was won, the tape from the previous level still was
1487 loaded as a tape for the new level.
1489 2002-03-14 src/tape.c
1490 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1491 tape, cartoons did not get completely removed because
1492 StopAnimation() was not called.
1494 2002-03-13 src/files.c
1495 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1496 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1497 size even when using 16-bit elements). Added new chunk "CNT2" for
1498 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1499 chunk even when content was 16-bit element). "CNT2" should now be
1500 able to store content for arbitrary elements (up to eight blocks of
1501 3 x 3 element arrays). All "CNT2" elements will always be stored as
1502 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1504 2002-03-13 src/files.c
1505 * Changed "LoadLevel()" for real chunk support.
1507 2002-03-12 src/game.c
1508 * Fixed problem (introduced after 2.0.0 release) with penguins
1509 not getting killed by enemies
1511 2002-02-24 src/game.c, src/main.h
1512 * Added "player->is_moving"; now "player->last_move_dir" does
1513 not contain any information if the player is just moving at
1515 Before, "player->last_move_dir" was misused for this purpose
1516 for the robot stuff (robots don't kill players when they are
1517 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1518 broke tapes when walking through pipes!
1519 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1520 in a continuous movement. This fact is ignored for friends and