2 * code cleanup (removed many annoying "#if 0" blocks)
5 * fixed bug that caused broken tapes when manually appending to tapes
6 using the "pause before death" functionality, followed by recording
7 * added setup option to disable fading of screens for faster testing
10 * code cleanup of new fading functions
13 * changed behaviour after solved game -- do not immediately stop engine
14 * added some more smooth screen fadings (game start, hall of fame etc.)
17 * fixed bug with displaying pushed CE with value/score/delay anim_mode
20 * added configurable level preview position, tile size and dimensions
21 * added configurable game panel value positions (gems, time, score etc.)
24 * fixed small bug with time displayed incorrectly when collecting CEs
27 * fixed bug with bumpy scrolling with EM engine in double player mode
30 * added compatibility code to fix "Snake Bite" style levels that were
31 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
34 * fixed bug with scrollbars inside editor when using the Windows mouse
35 enhancement tool "True X-Mouse" (which injects key events to the event
36 queue to insert selected stuff into the Windows clipboard, which gets
37 confused with the "Insert" key for jumping to the last editor cascade
38 block in the element list)
39 * added Rocks'n'Diamonds icon for use as window icon to SDL version
40 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
43 * added selection of preferred fullscreen mode to setup / graphics menu
44 (useful if default mode 800 x 600 does not match screen aspect ratio)
47 * improved down-scaling of images for better level and preview graphics
48 * changed user data directory for Mac OS X from Unix style to new place
51 * improved level number selection in main menu and player selection in
52 setup menu (input devices section) by using standard button gadgets
53 * added support for mouse scroll wheel (caused buggy behaviour before)
54 * added support for scrolling horizontal scrollbars with mouse wheel by
55 holding "Shift" key pressed while scrolling the wheel
56 * added support for single step mouse wheel scrolling by holding "Alt"
57 key pressed while scrolling the wheel (can be combined with "Shift")
58 * changed output file "stderr.txt" on Windows platform now always to be
59 created in the R'n'D sub-directory of the personal documents directory
60 * added Windows message box to direct to "stderr.txt" after error aborts
63 * improved general scrollbar handling (when jump-scrolling scrollbars)
66 * changed scrollbars to always show last line as first after scrolling
67 (that means jumping n - 1 screen lines instead of n screen lines)
70 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
71 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
72 * fixed special handling of vertically stacked acid becoming fake acid
75 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
76 affect multiple instances of the same CE, although this kind of
77 change condition usually only affects one single custom element
80 * version number set to 3.2.1
83 * version 3.2.0 released
86 * reorganized level editor element list a bit to match engines better
89 * fixed newly introduced bug with wrongly initializing clipboard element
92 * fixed bug with displaying visible/invisible level border in editor
95 * reorganized some elements in the level editor element list
98 * fixed bug with displaying any player as "yellow" when moving into acid
99 * fixed bug with displaying running player when player stopped at border
102 * fixed bug with player exploding when moving into acid
103 * fixed bug with level settings being reset in editor and when playing
104 (some compatibility settings being set not only after level loading)
105 * fixed crash bug when number of custom graphic frames was set to zero
106 * fixed bug with teleporting player on walkable tile not working anymore
107 * added partial compatibility support for pre-release-only "CONF" chunk
108 (to make Alan Bond's "color cycle" demo work again :-) )
111 * fixed some bugs when displaying title screens from info screen menu
112 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
115 * changed file major version to 3 to reflect level file format changes
116 * uploaded pre-release (test) version 3.2.0-8 binary and source code
119 * added new chunk "NAME" to level file format for level name settings
120 * added new chunk "NOTE" to level file format for envelope settings
121 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
122 * updated magic(5) file to recognize changed and new level file chunks
123 * removed change events "change when CE value/score changes" as unneeded
126 * changed gravity (which only affects the player) from level property
127 to player property (only makes a difference in multi-player levels)
128 * added change events "change when CE value/score changes"
129 * added change events "change when CE value/score changes of <element>"
132 * added new chunk "INFO" to level file format for global level settings
133 * added all element settings from "HEAD" chunk to "CONF" chunk
134 * added all global level settings from "HEAD" chunk to "INFO" chunk
137 * changed level file format by adding two new chunks "CUSX" (for custom
138 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
139 elements, replacing the previous "GRP1" chunk); these new IFF style
140 chunks use the new and flexible "micro chunks inside chunks" technique
141 already used with the new "CONF" chunk (for normal element properties)
142 which makes it possible to easily extend the existing level format
143 (instead of using fixed-length chunks like before, which are either
144 too big due to reserved bytes for future use, or too small when those
145 reserved bytes have all been used and even more data should be stored,
146 requiring the replacement by new and larger chunks just like it went
147 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
150 * added credits pages to the "credits" section that were really missing
151 * added some missing element descriptions to the level editor
152 * added down position of switchgate switch to the level editor
153 and allowed the use of both switch positions at the same time
154 * changed use of "Insert" and "Delete" keys to navigate element list in
155 level editor to start of previous or next cascading block of elements
158 * added the possibility to view the title screen to the info screen menu
159 * fixed some minor bugs with viewing title screens
162 * fixed bug with title (cross)fading in/out when using fullscreen mode
165 * fixed bug that forced re-defining of menu settings in local graphics
166 config file which are already defined in existing base config file
167 * fixed small bug that caused door sounds playing when music is enabled
170 * added the possibility to define up to five title screens for each
171 level set that are displayed after loading using (cross)fading in/out
172 (this was added to display the various start images of the EMC sets)
175 * added "CE score gets zero [of]" to custom element trigger conditions
176 * added setup option to display element token name in level editor
179 * added compatibility code for Juergen Bonhagen's menu artwork settings
182 * fixed bug with displaying wrong animation frame 0 after CE changes
183 * fixed bug with creating invisible elements when light switch is on
186 * added selection between ECS and AGA graphics for EMC levels to setup
189 * adjusted font handling for various narrow EMC style fonts
192 * changed EM engine behaviour back to re-allow initial rolling springs
195 * fixed handling of over-large selectboxes (less error-prone now)
196 * fixed bug when creating GE with walkable element under the player
199 * added use of "Insert" and "Delete" keys to navigate element list in
200 level editor to start of custom elements or start of group elements
201 * added virtual elements to access CE value and CE score of elements:
202 - "CE value of triggering element"
203 - "CE score of triggering element"
204 - "CE value of current element"
205 - "CE score of current element"
208 * fixed "grass" to "sand" in older EM levels (up to file version V4)
211 * changed behaviour of network games with internal errors (because of
212 different client frame counters) from immediately terminating R'n'D
213 to displaying an error message requester and stopping only the game
214 (also to prevent impression of crashes under non command-line runs)
215 * fixed playing network games with the EMC engine (did not work before)
216 * fixed bug with not scrolling the screen in multi-player mode with the
217 focus on player 1 when all players are moving in different directions
218 * fixed bug with keeping pointer to gadget even after its deallocation
219 * fixed bug with allowing "focus on all players" in network games
220 * fixed bug with player focus when playing tapes from network games
223 * uploaded pre-release (test) version 3.2.0-7 binary and source code
226 * code cleanup for game action control for R'n'D and EMC game engine
229 * fixed bug in multi-player movement with focus on both players
230 * added option to control only the focussed player with all input
233 * added player focus switching to level tape recording and re-playing
236 * fixed some bugs in player focus switching in EMC and RND game engine
239 * added special Supaplex animations for Murphy digging and snapping
240 * added special Supaplex animations for Murphy being bored and sleeping
243 * added four new yam yams with explicit start direction for EMC engine
244 * fixed bug in src/libgame/text.c with printing text outside the window
247 * fixed small bug in EMC level loader (copyright sign in EM II levels)
250 * added delayed ignition of EM style dynamite when used in R'n'D engine
251 * added limited movement range to EMC engine when focus on all players
254 * fixed bug with missing (zero) score values for native Supaplex levels
257 * added "continuous snapping" (snapping many elements while holding the
258 snap key pressed, without releasing the snap key after each element)
259 as a new player setting for more compatibility with the classic games
262 * finished scrolling for "focus on all players" in EMC graphics engine
265 * level sets with "levels: 0" are ignored for levels, but not artwork
266 * fixed bug when scanning empty level group directories (endless loop)
269 * fixed bug with explosion graphic for player using "Murphy" graphic
270 * fixed bug with explosion graphic if player leaves explosion in time
271 * changed some descriptive text in setup menu to use medium-width font
272 * added key shortcut settings for switching player focus to setup menu
275 * fixed bug with random value initialization when recording tapes
276 * fixed bug with playing single player tapes when team mode activated
279 * fixed little bug when trying to switch to player that does not exist
282 * added player switching (visual and quick) to R'n'D and EM game engine
283 * added setup option to select visual or quick in-game player switching
286 * added use of "Home" and "End" keys to handle element list in editor
289 * fixed bug with adding score when playing tape with EMC game engine
290 * added steel wall border for levels using EMC engine without border
291 * finally fixed delayed scrolling in EMC engine also for small levels
294 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
297 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
298 * fixed bug when displaying info element without action, but direction
301 * fixed minor graphical problems with springs smashing and slurping
302 (when using R'n'D style graphics instead of EMC style graphics)
305 * added scroll delay (as configured in setup) to EMC graphics engine
308 * improved screen redraw for EMC graphics engine (faster and smoother)
309 * when not scrolling, do not redraw the whole playfield if not needed
312 * added multi-player mode for EMC game engine (with up to four players)
315 * added android (can clone elements) from EMC engine to R'n'D engine
318 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
321 * added selectbox for initial player speed to player settings in editor
324 * version 3.1.2 created that is basically version 3.1.1, but with a
325 major bug fixed that prevented editing your own private levels
326 * version 3.1.2 released
329 * added magic ball (creates elements) from EMC engine to R'n'D engine
332 * uploaded fixed pre-release version 3.2.0-6 binary and source code
335 * fixed bug when using "CE can leave behind <trigger element>"
336 * added new change condition "(after/when) creation of <element>"
337 * added new change condition "(after/when) digging <element>"
338 * fixed bug accessing invalid gadget that caused crashes under Windows
339 * deactivated new possibility for multiple CE changes per frame
342 * uploaded pre-release (test) version 3.2.0-6 binary and source code
345 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
346 * fixed bug with not keeping CE value for moving CEs with only action
347 * changed CE action selectboxes in editor to be only reset when needed
350 * added option "use artwork from element" for custom player artwork
351 * added option "use explosion from element" for player explosions
354 * added cascaded element lists in the level editor
355 * added persistence for cascaded element lists by "editorcascade.conf"
356 * added dynamic element list with all elements used in current level
357 * added possibility for multiple CE changes per frame (experimental)
360 * uploaded pre-release (test) version 3.2.0-5 binary and source code
363 * changed "score for each 10 seconds/steps left" to "1 second/step"
364 * added own score for collecting "extra time" instead of sharing it
365 * added change events "switched by player" and "player switches <e>"
366 * added change events "snapped by player" and "player snaps <e>"
367 * added "set player artwork: <element choice>" to CE action options
368 * added change event "move of <element>"
371 * added "set player shield: off / normal / deadly" to CE action options
372 * added new player option "use level start element" in level editor
373 to set the correct focus at level start to elements from which the
374 player is created later (this did not work before for cascaded CE
375 changes resulting in creation of the player; it is now also possible
376 to create the player from a yam yam which is smashed at level start)
379 * added "set player speed: frozen (not moving)" to CE action options
380 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
383 * added new player option "block snap field" (enabled by default) to
384 make it possible to show a snapping animation like in Emerald Mine
387 * added dynamic selectboxes to custom element action settings in editor
388 * added "CE value" counter for custom elements (instead of "CE count")
389 * added option to use the last "CE value" after custom element change
390 * added option to use the "CE value" of other elements in CE actions
391 * fixed odd behaviour when pressing time orb in levels w/o time limit
392 * added checkbox "use time orb bug" for older levels that use this bug
395 * added missing configuration settings for the following elements:
396 - EL_TIMEGATE_SWITCH (time of open time gate)
397 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
398 - EL_SHIELD_NORMAL (time of shield duration)
399 - EL_SHIELD_DEADLY (time of shield duration)
400 - EL_EXTRA_TIME (time added to level time)
401 - EL_TIME_ORB_FULL (time added to level time)
404 * added "wind direction" as a movement pattern for custom elements
405 * added initial wind direction for balloon / custom elements to editor
406 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
409 * added parameters for "game of life" and "biomaze" elements to editor
412 * added level file chunk "CONF" for generic level and element settings
415 * uploaded pre-release (test) version 3.2.0-4 binary and source code
418 * skip empty level sets (with "levels: 0"; may be artwork base sets)
419 * added sound action ".page[1]" to ".page[32]" for each CE change page
422 * added image config suffix ".clone_from" to copy whole image settings
423 * fixed bug with invalid ("undefined") CE settings in old level files
426 * fixed graphical bug with smashing elements falling faster than player
429 * fixed major bug which prevented private levels from being edited
430 * fixed bug with precedence of general and special font definitions
433 * fixed graphical bug with player animation when player moves slowly
436 * uploaded pre-release (test) version 3.2.0-3 binary and source code
439 * fixed bug which prevented "global.num_toons: 0" from working
442 * major code cleanup (removed all these annoying "#if 0" blocks)
445 * added custom element actions for CE change page in level editor
448 * fixed music initialization bug in init.c (thanks to David Binderman)
449 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
450 (this bug must probably be fixed at other places, too)
453 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
454 (should be '#include <SDL.h>' instead)
457 * fixed bug which prevented "walkable from no direction" from working
458 (due to compatibility code overwriting this setting after loading)
461 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
464 * version number temporarily set to 3.1.1 (intermediate bugfix release)
465 * version 3.1.1 released
468 * changed some va_arg() arguments from 'long' to 'int', fixing problems
469 on 64-bit architecture systems with LP64 data model
472 * fixed bug with bombs not exploding when hitting the last level line
473 (introduced after the release of 3.1.0)
476 * added support for dumping small-sized level sketches from editor
479 * added recognition of "trigger element" for "change digged element to"
480 (this is not really what the "trigger element" was made for, but its
481 use may seem obvious for leaving back digged elements unchanged)
484 * fixed multiple warnings about failed joystick device initialization
487 * fixed bug with dynamite dropped on top of just dropped custom element
488 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
489 dynamite can still be dropped, but drop key must be released before
492 * fixed bug with wrong start directory when started from file browser
493 (due to this bug, R'n'D could not be started from KDE's Konqueror)
496 * fixed bug causing "change when impact" on player not working
497 * fixed wrong priority of "hitting something" over "hitting <element>"
498 * fixed wrong priority of "hit by something" over "hit by <element>"
501 * fixed graphical bug which caused the player (being Murphy) to show
502 collecting animations although the element was collected by penguin
505 * fixed two bugs causing wrong door background graphics in system.c
506 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
509 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
510 * added "no direction" to "walkable/passable from" selectbox options
513 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
514 * in tape autoplay, not only report broken, but also missing tapes
517 * uploaded pre-release (test) version 3.2.0-2 binary and source code
520 * fixed small bug with "linear" animation not working for active lamp
523 * fixed bug with moving up despite gravity due to "block last field"
524 * fixed small bug with wrong draw offset when typing name in main menu
525 * when reading user names from "passwd", ignore data after first comma
526 * when creating new "levelinfo.conf", only write some selected entries
529 * fixed displaying "imported from/by" on preview with empty string
530 * fixed ignoring draw offset for fonts used for level preview texts
533 * fixed a delay problem with SDL and too many mouse motion events
534 * added setup option "skip levels" and level skipping functionality
537 * added move speed "not moving" for non-moving CEs, but with direction
540 * fixed mapping of obsolete element token names in "editorsetup.conf"
541 * fixed bug with sound "acid.splashing" treated as a loop sound
542 * fixed some little sound bugs in native EM engine
545 * fixed small bug when dragging scrollbars to end positions
548 * added editor element descriptions written by Aaron Davidson
551 * improved fallback handling when configured artwork is not available
552 (now using default artwork instead of exiting when files not found)
555 * fixed bug on level selection screen when dragging scrollbar
558 * fixed bug which caused broken tapes when appending to EM engine tapes
561 * uploaded pre-release (test) version 3.2.0-1 binary and source code
564 * added code to replace changed artwork config tokens with other tokens
565 (needed for backwards compatibility, so that older tokens still work)
568 * added native R'n'D graphics for some new EMC elements in EM engine
571 * fixed some bugs in the EM engine integration code
572 * changed EM engine code to allow diagonal movement
573 * changed EM engine code to allow use of separate snap and drop keys
576 * fixed some redraw bugs when using EM engine
579 * fixed bug with not converting RND levels which are set to use native
580 engine to native level structure when loading
583 * uploaded pre-release (test) version 3.2.0-0 binary and source code
586 * version number set to 3.2.0
589 * level data now reset to defaults after attempt to load invalid file
592 * added use of "editorsetup.conf" for different level sets
595 * added auto-detection for various types of Emerald Mine level files
598 * fixed bug with scrollbars getting too small when list is very large
601 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
604 * added most level editor configuration gadgets for new EMC elements
607 * added more element and graphic definitions for new EMC elements
610 * modified native EM engine to use integrated R'n'D sound system
613 * added SDL support to graphics functions in native EM engine
614 (by always using generic libgame interface functions)
617 * fixed bug in frame synchronization in native EM engine
620 * added code to convert levels between R'n'D and native EM engine
623 * new Emerald Mine engine can now play levels selected in main menu
626 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
627 (which creates scaled down graphics for level editor and preview);
628 there's still a memory leak somewhere in the artwork handling code
629 * added "scale image up" functionality to X11 version of zoom function
632 * first attempts to integrate new, native Emerald Mine Club engine
635 * fixed bug in gadget code which caused reset of CEs in level editor
636 (example: pressing 'b' [grab brush] on CE config page erased values)
637 (solution: check if gadgets in ClickOnGadget() are really mapped)
638 * improved level change detection in editor (settings now also checked)
639 * fixed bug with "can move into acid" and "don't collide with" state
642 * fixed maze runner style CEs to use the configured move delay value
645 * added Aaron Davidson's tutorial level set to the "Tutorials" section
648 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
649 * fixed the above fix because it broke level set "machine" (*sigh*)
650 * fixed random element placement in level editor to work as expected
651 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
654 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
657 * fixed bug (missing array boundary check) which caused broken tapes
658 * fixed bug (when loading level template) which caused broken levels
659 * fixed bug with new block last field code when using non-yellow player
662 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
663 * internal change of how the player blocks the last field when moving
664 * fixed blocking delay of last field for EM and SP style block delay
665 * fixed bug where the player had to wait for the usual move delay after
666 unsuccessfully trying to move, when he directly could move after that
667 * the last two changes should make original Supaplex level 93 solvable
668 * improved use of random number generator to make it less predictable
669 * fixed behaviour of slippery SP elements to let slip left, then right
672 * fixed bug with wrong door state after trying to quickload empty tape
673 * fixed waste of static memory usage of the binary, making it smaller
674 * fixed very little graphical bug in Supaplex explosion
677 * version number set to 3.1.1
680 * version 3.1.0 released
683 * fixed bug with crash when writing user levelinfo.conf the first time
686 * added option "convert LEVELDIR [NR]" to command line batch commands
687 * re-converted Supaplex levels to apply latest engine fixes
688 * changed "use graphic/sound of element" to "use graphic of element"
689 due to compatibility problems with some levels ("bug machine" etc.)
692 * fixed bug with CE change replacing player with same or other player
695 * fixed bug with opaque font in envelope with background graphic when
696 background graphic is not transparent itself
699 * added "gravity on" and "gravity off" ports for Supaplex compatibility
700 * corrected original Supaplex level loading code to use these new ports
701 * also corrected Supaplex loader to auto-count infotrons if set to zero
704 * fixed bug with missing initialization of "modified" flag for GEs
707 * fixed bug that caused endless recursion loop when relocating player
708 * fixed tape recorder bug in "step mode" when using "pause before end"
709 * fixed tape recorder bug when changing from "warp forward" mode
712 * fixed bug with "when touching" for pushed elements at last position
715 * fixed bug that caused two activated toolbox buttons in level editor
716 * fixed bug with exploding dynabomb under player due to other explosion
719 * fixed bug with creating walkable custom element under player (again)
720 * fixed bug with not copying explosion type when copying CEs in editor
721 * fixed graphical bug when drawing player in setup menu (input devices)
722 * fixed graphical bug when the player is pushing an accessible element
723 * fixed bug with classic switchable elements triggering CE changes
724 * fixed bug with entering/leaving walkable element in RelocatePlayer()
725 * fixed crash bug when CE leaves behind the trigger player element
728 * fixed bug with broken tubes after placing/exploding dynamite in them
729 * fixed bug with exploding dynamite under player due to other explosion
730 * fixed bug with not resetting push delay under certain circumstances
733 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
734 * added network multiplayer code for Windows (thanks to Niko Böhm)
737 * added option "reachable despite gravity" for gravity movement
738 * changed gravity movement of most classic walkable and passable
739 elements back to "not reachable" (for compatibility reasons)
742 * fixed (removed) "indestructible" / "can explode" dependency in editor
743 * fixed (removed) "accessible inside" / "protected" dependency
744 * fixed (removed) "step mode" / "shield time" dependency
747 * fixed dynabombs exploding now into anything diggable
748 * fixed Supaplex style gravity movement into buggy base now impossible
749 * added pressing key "space" as valid action to select menu options
752 * added "replace when walkable" to relocate player to walkable element
753 * added "enter"/"leave" event for elements affected by relocation
754 * fixed "direct"/"indirect" change order also for "when change" event
755 * fixed graphical bug when pushing things from elements walkable inside
758 * fixed graphic bug when player is snapping while moving in old levels
759 * fixed bug when a moving custom element leaves a player element behind
760 * fixed bug with mole not disappearing when moving into acid pool
761 * fixed bug with incomplete path setting when using "--basepath" option
762 * moving CE can now leave walkable elements behind under the player
763 * when relocating, player can be set on walkable element now
764 * fixed another gravity movement bug
767 * uploaded pre-release (test) version 3.1.0-2 binary and source code
770 * added "collectible" and "removable" to extended replacement types
771 (where "removable" replaces "diggable" and "collectible" elements)
772 * added "collectible & throwable" (to throw element to the next field)
773 * fixed bug with CEs digging elements that are just about to explode
774 * changed mouse cursor now always being visible when game is paused
777 * added possibility to push/press accessible elements from a side that
779 * fixed bug with not setting actual date when appending to tape
782 * fixed bug with incorrectly initialized custom element editor graphics
785 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
786 - number of levels corrected from 18 to 17 in "levelinfo.conf"
789 * fixed bug with destroyed robot wheel still attracting robots forever
790 * fixed bug with time gate switch deactivating after robot wheel time
791 (while the time gate itself is not affected by this misbehaviour)
792 * changed behaviour of BD style amoeba to always get blocked by player
793 (before it was different when there were non-BD elements in level)
794 * fixed bug with player destroying indestructable elements with shield
797 * added option to make growing elements grow into anything diggable
798 (for the various amoeba types, biomaze and "game of life")
801 * fixed bug with movable elements not moving after left behind by CEs
802 * changed gravity movement to anything diggable, not only sand/base
803 * optionally allowing passing to walkable element, not only empty space
804 * added option "can pass to walkable element" for players
805 * finally fixed gravity movement (hopefully)
808 * fixed bug with movable elements not moving anymore after falling down
811 * fixed another bug with custom elements digging and leaving elements
812 * fixed bug with "along left/right side" and automatic start direction
813 * trigger elements now also displayed when "more custom" deactivated
814 * fixed bug with clipboard element initialized when loading new level
815 * added option "drop delay" to set delay before dropping next element
818 * uploaded pre-release (test) version 3.1.0-1 binary and source code
821 * added copy and paste functions for custom change pages
822 * enhanced graphical display and functionality of tape recorder
823 * fixed bug with custom elements digging and leaving elements
826 * added move speed faster than "very fast" for custom elements
827 * fixed bug with 3+3 style explosions and missing border content
828 * fixed little bug when copying custom elements in the editor
829 * enhanced custom element changes by more side trigger actions
832 * added option "no scrolling when relocating" for instant teleporting
833 * uploaded pre-release (test) version 3.1.0-0 binary and source code
836 * added trigger element and trigger player to use as target elements
837 * added copy and paste functions for custom and group elements
840 * fixed graphical bug when displaying explosion animations
841 * fixed bug when appending to tapes, resulting in broken tapes
842 * re-recorded a few tapes broken by fixing gravity checking bug
845 * "can move into acid" property now for all elements independently
846 * "can fall into acid" property for player stored in same bitfield now
847 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
848 * version number set to 3.1.0 (finally!)
851 * changed tape recording to only record input, not programmed actions
854 * fixed totally broken (every 8th frame skipped) step-by-step recording
855 * fixed bug with requester not displayed when quick-loading interrupted
856 * added option "can fall into acid (with gravity)" for players
857 * fixed bug with player not falling when snapping down with gravity
860 * fixed bug which messed up key config when using keypad number keys
863 * fixed bug which allowed moving upwards even when gravity was active
864 * fixed bug with missing error handling when dumping levels or tapes
867 * added different colored editor graphics for Supaplex gravity tubes
870 * fixed bug that allowed solvable tapes for unsolvable levels
873 * use unlimited number of droppable elements when "count" set to zero
874 * added option to use step limit instead of time limit for level
877 * added player and change page as trigger for custom element change
880 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
883 * fixed bug with dark yamyam changing to acid when moving over acid
884 * fixed handling of levels with more than 999 seconds level time
885 (example: level 76 of "Denmine")
888 * "spring push bug" reintroduced as configurable element property
889 * fixed bug with missing properties for "mole"
890 * fixed bug that showed up when fixing the above "mole" properties bug
891 * added option "can move into acid" for all movable elements
892 * fixed graphical bug for elements moving into acid
893 * changed event handling to handle all pending events before going on
896 * fixed bug which caused all CE change pages to be ignored which had
897 the same change event, but used a different element side
898 (reported by Simon Forsberg)
900 * fixed bug which caused elements that can move and fall and that are
901 transported by a conveyor belt to continue moving into that direction
902 after leaving the conveyor belt, regardless of their own movement
903 type; only elements which can not move are transported now
904 (reported by Simon Forsberg)
906 * fixed bug which could cause an array overflow in RelocatePlayer()
907 (reported by Niko Böhm)
909 * changed Emerald Mine style "passable / over" elements to "protected"
910 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
912 * added new option to select from which side a "walkable/passable"
913 element can be entered
916 * added explosion and ignition delay for elements that can explode
919 * fixed bug which caused player not being protected against enemies
920 when a CE was "walkable / inside" and was not "indestructible"
921 * added "walkable/passable" fields to be "protected/unprotected"
922 against enemies, even if not accessible "inside" but "over/under"
925 * corrected move pattern to 32 bit and initial move direction to 8 bit
928 * added second custom element base configuration page
931 * added some special EMC mappings to Emerald Mine level loader
932 (also covering previously unknown element in level 0 of "Bondmine 8")
935 * added option to block last field when player is moving (for Supaplex)
936 * adjusted push delay of Supaplex elements
937 * removed delays for envelopes etc. when replaying with maximum speed
938 * fixed bug when dropping element on a field that just changed to empty
941 * fixed bug: infotrons can now smash yellow disks
942 * fixed bug: when gravity active, port above player can now be entered
943 * removed "one white dot" mouse pointer which irritated some people
946 * added "choice type" for group element selection
949 * fixed bug with initial invulnerability of non-yellow player
952 * added level loader for loading native Supaplex packed levels
953 (including multi-part levels like the "splvls99" levels)
956 * fixed bug which allowed creating emeralds by escaping explosions
959 * custom elements can change (limited) or leave (unlimited) elements
960 * finally added multiple matches using group elements
961 * added shortcut to dump brush (type ":DB" in editor) for use in forum
964 * added new start movement type "previous" for continued CE movement
965 * added new start movement type "random" for random CE movement start
968 * added new element "sokoban_field_player" needed for Sokoban levels
969 (thanks to Ed Booker for pointing this out!)
972 * added elements that can be digged or left behind by custom elements
975 * added group elements for multiple matches and random element creation
978 * fixed some graphical errors displayed in old levels
981 * fixed wrong double speed movement after passing closing gates
984 * added level loader for loading native Emerald Mine levels
987 * changes for "shooting" style CE movement
990 * Happy New Year! ;-)
993 * changed default snap/drop keys from left/right Shift to Control keys
996 * fixed bug with dead player getting reanimated from custom element
999 * fixed bug with wrong penguin graphics (when entering exit)
1002 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1005 * version number set to 3.0.9
1008 * version 3.0.8 released
1011 * added function checked_free()
1014 * fixed bug with double nut cracking sound
1015 (by eliminating "default element action sound" assignment in init.c)
1018 * fixed crash when no music info files are available
1021 * fixed boring and sleeping sounds
1024 * added "maze runner" and "maze hunter" movement types
1025 * added extended collision conditions for custom elements
1028 * added warnings for undefined token values in artwork config files
1031 * added menu entry for level set information to the info screen
1034 * fixed bug with wrong default impact sound for colored emeralds
1037 * added several sub-screens for the info screen
1038 * menu text now also clickable (not only blue/red sphere left of it)
1041 * added configurable "bored" and "sleeping" animations for the player
1042 * added "awakening" sound for player when waking up after sleeping
1045 * added "copy" and "exchange" functions for custom elements to editor
1048 * added configurable element animations for info screen
1051 * added configurable music credits for info screen
1054 * finally fixed tape recording when player is created from CE change
1057 * added "editorsetup.conf" for editor element list configuration
1060 * added "musicinfo.conf" for menu and level music configuration
1063 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1064 (that only showed up on Linux, but not on Windows systems)
1067 * fixed turning movement of butterflies and fireflies (no frame reset)
1068 * enhanced sniksnak turning movement (two steps instead of only one)
1071 * version number set to 3.0.8
1074 * version 3.0.7 released
1077 * fixed reset of player animation frame when, for example,
1078 walking, digging or collecting share the same animation
1079 * fixed CE with "deadly when touching" exploding when touching amoeba
1082 * fixed tape recording when player is created from CE element change
1085 * introduced "turning..." action graphic for elements with move delay
1086 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1087 * added turning animations for bug, spaceship and sniksnak
1090 * prevent "extended" changed elements from delay change in same frame
1093 * fixed bug when pushing element that can move away to the side
1094 (like pushing falling elements, but now with moving elements)
1097 * finally fixed serious bug in code for delayed element pushing (again)
1100 * unavailable setup options now marked as "n/a" instead of "off"
1101 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1102 to "true", levels are always played with the latest game engine,
1103 which is desired for levels that are imported from other games; all
1104 other levels are played with the engine version stored in level file
1105 (which is normally the engine version the level was created with)
1108 * fixed serious bug in code for delayed element pushing
1109 * fixed little bug in animation frame selection for pushed elements
1110 * speed-up of reading config file for verbose output
1113 * added configuration option for opening and closing Supaplex exit
1114 * added configuration option for moving up/down animation for Murphy
1115 * fixed incorrectly displayed animation for attacking dragon
1116 * fixed bug with not setting initial gravity for each new game
1117 * fixed bug with teleportation of player by custom element change
1118 * fixed bug with player not getting smashed by rock sometimes
1121 * version number set to 3.0.7
1124 * version 3.0.6 released
1127 * added support for MP3 music for SDL version through SMPEG library
1130 * fixed bug when initializing font graphic structure
1131 * fixed bug with animation mode "pingpong" when using only 1 frame
1132 * fixed bug with extended change target introduced in 3.0.5
1133 * fixed bug where passing over moving element doubles player speed
1134 * fixed bug with elements continuing to move into push direction
1135 * fixed bug with duplicated player when dropping bomb with shield on
1136 * added "switching" event for custom elements ("pressing" only once)
1137 * fixed switching bug (resetting flag when not switching but not idle)
1140 * fixed element tokens for certain file elements with ".active" etc.
1143 * version number set to 3.0.6
1146 * version 3.0.5 released
1149 * now four envelope elements available
1150 * font, background, animation and sound for envelope now configurable
1151 * main menu doors opening/closing animation type now configurable
1154 * active/inactive sides configurable for custom element changes
1155 * new movement type "move when pushed" available for custom elements
1158 * fixed bug in multiple config pages loader code that caused crashes
1161 * enhanced (remaining low-resolution) Supaplex graphics
1164 * version number set to 3.0.5
1167 * version 3.0.4 released
1169 2003-09-12 src/tools.c
1170 * fixed bug in custom definition of crumbled element graphics
1172 2003-09-11 src/files.c
1173 * fixed bug in multiple config pages code that caused crashes
1176 * version number set to 3.0.4
1179 * version 3.0.3 released
1182 * added music to Supaplex classic level set
1184 2003-09-07 src/libgame/misc.c
1185 * added support for loading various music formats through SDL_mixer
1187 2003-09-06 (various source files)
1188 * fixed several nasty bugs that may have caused crashes on some systems
1189 * added envelope content which gets displayed when collecting envelope
1190 * added multiple change event pages for custom elements
1192 2003-08-24 src/game.c
1193 * fixed problem with player animation when snapping and moving
1195 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1196 * fixed problem with flickering when drawing toon animations
1198 2003-08-23 src/libgame/sdl.c
1199 * fixed problem with setting mouse cursor in SDL version in fullscreen
1201 2003-08-23 src/game.c
1202 * fixed bug (missing array boundary check) which could crash the game
1205 * version number set to 3.0.3
1208 * version 3.0.2 released
1210 2003-08-21 src/game.c
1211 * fixed bug with creating inaccessible elements at player position
1213 2003-08-20 src/init.c
1214 * fixed bug with not finding current level artwork directory
1216 2003-08-20 src/files.c
1217 * fixed bug with choosing wrong engine version when playing tapes
1218 * fixed bug with messing up custom element properties in 3.0.0 levels
1221 * version number set to 3.0.2
1224 * version 3.0.1 released
1226 2003-08-17 (no source files affected)
1227 * changed all "classic" PCX image files with 16 colors or less to
1228 256 color (8 bit) storage format, because the Allegro game library
1229 cannot handle PCX files with less than 256 colors (contributed
1230 graphics are not affected and might look wrong in the DOS version)
1232 2003-08-16 src/init.c
1233 * fixed bug which (for example) crashed the level editor when defining
1234 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1235 (only set to default) -- invalid graphics now set to default graphic
1237 2003-08-16 src/init.c
1238 * fixed graphical bug of player digging/collecting/snapping element
1239 when no corresponding graphic/animation is defined for this action,
1240 resulting in player being drawn as EL_EMPTY (which should only be
1241 done to elements being collected, but not to the player)
1243 2003-08-16 src/game.c
1244 * fixed small graphical bug of player not totally moving into exit
1246 2003-08-16 src/libgame/setup.c
1247 * fixed bug with wrong MS-DOS 8.3 filename conversion
1249 2003-08-16 src/tools.c
1250 * fixed bug with invisible mouse cursor when pressing ESC while playing
1252 2003-08-16 (various source files)
1253 * added another 128 custom elements (disabled in editor by default)
1255 2003-08-16 src/editor.c
1256 * fixed NULL string bug causing Solaris to crash in sprintf()
1258 2003-08-16 src/screen.c
1259 * fixed drawing over scrollbar on level selection with custom fonts
1261 2003-08-15 src/game.c
1262 * cleanup of simple sounds / loop sounds / music settings
1264 2003-08-08 (various source files)
1265 * added custom element property for dropping collected elements
1267 2003-08-08 src/conf_gfx.c
1268 * fixed bug with missing graphic for active red disk bomb
1270 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1271 * extended variable "level.gravity" to "level.initial_gravity" and
1272 "game.current_gravity" to prevent level setting from being changed
1273 by playing the level (keeping the runtime value after playing)
1275 * fixed graphics bug when digging element that has 'crumbled' graphic
1276 definition, but not 'diggable' graphic definition
1279 * version number set to 3.0.1
1282 * version 3.0.0 released
1285 * various bug fixes; among others:
1286 - fixed bug with pushing spring over empty space
1287 - fixed bug with leaving tube while placing dynamite
1288 - fixed bug with explosion of smashed penguins
1289 - allow Murphy player graphic in levels with non-Supaplex elements
1293 * I have forgotten to document changes for some time
1296 * pre-release version 2.2.0rc1 released
1299 * version number set to 2.1.2
1302 * version 2.1.1 released
1305 * version number set to 2.1.1
1308 * version 2.1.0 released
1311 * version number set to 2.1.0
1313 2002-04-03 to 2002-05-19 (various source files)
1314 * graphics, sounds and music now fully configurable
1315 * bug fixed that prevented walking through tubes when gravity on
1317 2002-04-02 src/events.c, src/editor.c
1318 * Make Escape key less aggressive when playing or when editing level.
1319 This can be configured as an option in the setup menu. (Default is
1320 "less aggressive" which means "ask user if something can be lost"
1321 when pressing the Escape key.)
1323 2002-04-02 src/screen.c
1324 * Added "graphics setup" screen.
1326 2002-04-01 src/screen.c
1327 * Changed "choose level" setup screen stuff to be more generic (to
1328 make it easier to add more "choose from generic tree" setup screens).
1330 2002-04-01 src/config.c, src/timestamp.h
1331 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1332 automatically gets created by "src/Makefile" and contains an actual
1333 compile-time timestamp to identify development versions of the game).
1335 2002-03-31 src/tape.c, src/events.c
1336 * Added quick game/tape save/load functions to tape stuff which can be
1337 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1338 loads previously recorded tape and directly goes into recording mode
1339 from the end of the tape (therefore appending to the tape).
1341 2002-03-31 src/tape.c
1342 * Added "index mark" function to tape recorder. When playing or
1343 recording, "eject" button changes to "index" button. Setting index
1344 mark is not yet implemented, but pressing index button when playing
1345 allows very quick advancing to end of tape (when normal playing),
1346 very fast forward mode (when playing with normal fast forward) or
1347 very fast reaching of "pause before end of tape" (when playing with
1348 "pause before end" playing mode).
1350 2002-03-30 src/cartoons.c
1351 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1353 2002-03-29 src/screen.c
1354 * Changed setup screen stuff to be more generic (to make it easier
1355 to add more setup screens).
1357 2002-03-23 src/main.c, src/main.h
1358 * Various changes due to the introduction of the new libgame files
1359 "setup.c" and "joystick.c".
1361 2002-03-23 src/files.c
1362 * Generic parts of "src/files.c" (mainly setup and level directory
1363 stuff) moved to new libgame file "src/libgame/setup.c".
1365 2002-03-23 src/joystick.c
1366 * File "src/joystick.c" moved to libgame source tree, with
1367 correspondig changes.
1369 2002-03-22 src/screens.c
1370 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1371 (Wrong level series information displayed when entering main group.)
1373 2002-03-22 src/editor.c
1374 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1376 2002-03-22 src/editor.c
1377 * Changed behaviour of "Escape" key in level editor to be more
1378 intuitive: When in "Element Properties" or "Level Info" mode,
1379 return to "Drawing Mode" instead of leaving the level editor.
1381 2002-03-21 src/game.c, src/editor.c, src/files.c
1382 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1383 gems (emeralds, diamonds, ...) slipping down from normal wall,
1384 steel wall and growing wall (as in E.M.C. style levels). Although
1385 the behaviour of contributed and private levels wasn't changed (due
1386 to the use of "level.game_version"; see previous entry), editing
1387 those levels will (of course) change the behaviour accordingly.
1389 This change seems a bit too hard after thinking about it, because
1390 the EM style behaviour is not the "expected" behaviour (gems would
1391 normally only slip down from "rounded" walls). Therefore this was
1392 now changed to an element property for gem style elements, with the
1393 default setting "off" (which means: no special EM style behaviour).
1394 To fix older converted levels, this flag is set to "on" for pre-2.0
1395 levels that are neither contributed nor private levels.
1397 2002-03-20 src/files.h
1398 * Corrected settings for "level.game_version" depending of level type.
1399 (Contributed and private levels always get played with game engine
1400 version they were created with, while converted levels always get
1401 played with the most recent version of the game engine, to let new
1402 corrections of the emulation behaviour take effect.)
1404 2002-03-20 src/main.h
1405 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1406 compiling the SDL version on some systems.
1407 Thanks to the several people who pointed this out.
1410 * Version number set to 2.0.2.
1413 * Version 2.0.1 released.
1415 2002-03-18 src/screens.c
1416 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1418 2002-03-18 src/files.c [src/libgame/misc.c]
1419 * Moved some common functions from src/files.c to src/libgame/misc.c.
1421 2002-03-18 src/files.c [src/libgame/misc.c]
1422 * Changed permissions for new directories and saved files (especially
1423 score files) according to suggestions of Debian users and mantainers.
1424 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1426 2002-03-17 src/files.c
1427 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1428 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1429 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1430 for levels and "TAPE" for tapes). Old "cookie" style format is
1431 still supported for reading. New level and tape files are written
1434 * New IFF chunk "VERS" contains version numbers for file and game
1435 (where "game version" is the version of the program that wrote the
1436 file, and "file version" is a version number to distinguish files
1437 with different format, for example after adding new features).
1439 2002-03-15 src/screen.c
1440 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1441 (Before, you heard a mixture of the in-game music and the
1442 hall-of-fame music.)
1444 2002-03-14 src/events.c
1445 * Function "DumpTape()" (files.c) now available by pressing 't' from
1446 main menu (when in DEBUG mode).
1448 2002-03-14 src/game.c
1449 * "GameWon()": When game was won playing a tape, now there is no delay
1450 raising the score and no corresponding sound is played.
1452 2002-03-14 src/files.c
1453 * Changed "LoadTape()" for real chunk support and also adjusted
1454 "SaveTape()" accordingly.
1456 2002-03-14 src/game.c, src/tape.c, src/files.c
1457 * Important changes to tape format: The old tape format stored all
1458 actions with a real effect with a corresponding delay between the
1459 stored actions. This had some major disadvantages (for example,
1460 push delays had to be ignored, pressing a button for some seconds
1461 mutated to several single button presses because of the non-action
1462 delays between two action frames etc.). The new tape format just
1463 stupidly records all device actions and replays them later. I really
1464 don't know why I haven't solved it that way before?! Old-style tapes
1465 (with tape file version less than 2.0) get converted to the new
1466 format on-the-fly when loading and can therefore still be played;
1467 only some minor parts of the old-style tape handling code was needed.
1468 (A perfect conversion is not possible, because there is information
1469 missing about the device actions between two action frames.)
1471 2002-03-14 src/files.c
1472 * New function "DumpTape()" to dump the contents of the current tape
1473 in a human readable format.
1475 2002-03-14 src/game.c
1476 * Small tape bug fixed: When automatically advancing to next level
1477 after a game was won, the tape from the previous level still was
1478 loaded as a tape for the new level.
1480 2002-03-14 src/tape.c
1481 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1482 tape, cartoons did not get completely removed because
1483 StopAnimation() was not called.
1485 2002-03-13 src/files.c
1486 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1487 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1488 size even when using 16-bit elements). Added new chunk "CNT2" for
1489 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1490 chunk even when content was 16-bit element). "CNT2" should now be
1491 able to store content for arbitrary elements (up to eight blocks of
1492 3 x 3 element arrays). All "CNT2" elements will always be stored as
1493 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1495 2002-03-13 src/files.c
1496 * Changed "LoadLevel()" for real chunk support.
1498 2002-03-12 src/game.c
1499 * Fixed problem (introduced after 2.0.0 release) with penguins
1500 not getting killed by enemies
1502 2002-02-24 src/game.c, src/main.h
1503 * Added "player->is_moving"; now "player->last_move_dir" does
1504 not contain any information if the player is just moving at
1506 Before, "player->last_move_dir" was misused for this purpose
1507 for the robot stuff (robots don't kill players when they are
1508 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1509 broke tapes when walking through pipes!
1510 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1511 in a continuous movement. This fact is ignored for friends and