2 * fixed bug that caused broken tapes when manually appending to tapes
3 using the "pause before death" functionality, followed by recording
4 * added setup option to disable fading of screens for faster testing
7 * code cleanup of new fading functions
10 * changed behaviour after solved game -- do not immediately stop engine
11 * added some more smooth screen fadings (game start, hall of fame etc.)
14 * fixed bug with displaying pushed CE with value/score/delay anim_mode
17 * added configurable level preview position, tile size and dimensions
18 * added configurable game panel value positions (gems, time, score etc.)
21 * fixed small bug with time displayed incorrectly when collecting CEs
24 * fixed bug with bumpy scrolling with EM engine in double player mode
27 * added compatibility code to fix "Snake Bite" style levels that were
28 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
31 * fixed bug with scrollbars inside editor when using the Windows mouse
32 enhancement tool "True X-Mouse" (which injects key events to the event
33 queue to insert selected stuff into the Windows clipboard, which gets
34 confused with the "Insert" key for jumping to the last editor cascade
35 block in the element list)
36 * added Rocks'n'Diamonds icon for use as window icon to SDL version
37 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
40 * added selection of preferred fullscreen mode to setup / graphics menu
41 (useful if default mode 800 x 600 does not match screen aspect ratio)
44 * improved down-scaling of images for better level and preview graphics
45 * changed user data directory for Mac OS X from Unix style to new place
48 * improved level number selection in main menu and player selection in
49 setup menu (input devices section) by using standard button gadgets
50 * added support for mouse scroll wheel (caused buggy behaviour before)
51 * added support for scrolling horizontal scrollbars with mouse wheel by
52 holding "Shift" key pressed while scrolling the wheel
53 * added support for single step mouse wheel scrolling by holding "Alt"
54 key pressed while scrolling the wheel (can be combined with "Shift")
55 * changed output file "stderr.txt" on Windows platform now always to be
56 created in the R'n'D sub-directory of the personal documents directory
57 * added Windows message box to direct to "stderr.txt" after error aborts
60 * improved general scrollbar handling (when jump-scrolling scrollbars)
63 * changed scrollbars to always show last line as first after scrolling
64 (that means jumping n - 1 screen lines instead of n screen lines)
67 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
68 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
69 * fixed special handling of vertically stacked acid becoming fake acid
72 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
73 affect multiple instances of the same CE, although this kind of
74 change condition usually only affects one single custom element
77 * version number set to 3.2.1
80 * version 3.2.0 released
83 * reorganized level editor element list a bit to match engines better
86 * fixed newly introduced bug with wrongly initializing clipboard element
89 * fixed bug with displaying visible/invisible level border in editor
92 * reorganized some elements in the level editor element list
95 * fixed bug with displaying any player as "yellow" when moving into acid
96 * fixed bug with displaying running player when player stopped at border
99 * fixed bug with player exploding when moving into acid
100 * fixed bug with level settings being reset in editor and when playing
101 (some compatibility settings being set not only after level loading)
102 * fixed crash bug when number of custom graphic frames was set to zero
103 * fixed bug with teleporting player on walkable tile not working anymore
104 * added partial compatibility support for pre-release-only "CONF" chunk
105 (to make Alan Bond's "color cycle" demo work again :-) )
108 * fixed some bugs when displaying title screens from info screen menu
109 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
112 * changed file major version to 3 to reflect level file format changes
113 * uploaded pre-release (test) version 3.2.0-8 binary and source code
116 * added new chunk "NAME" to level file format for level name settings
117 * added new chunk "NOTE" to level file format for envelope settings
118 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
119 * updated magic(5) file to recognize changed and new level file chunks
120 * removed change events "change when CE value/score changes" as unneeded
123 * changed gravity (which only affects the player) from level property
124 to player property (only makes a difference in multi-player levels)
125 * added change events "change when CE value/score changes"
126 * added change events "change when CE value/score changes of <element>"
129 * added new chunk "INFO" to level file format for global level settings
130 * added all element settings from "HEAD" chunk to "CONF" chunk
131 * added all global level settings from "HEAD" chunk to "INFO" chunk
134 * changed level file format by adding two new chunks "CUSX" (for custom
135 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
136 elements, replacing the previous "GRP1" chunk); these new IFF style
137 chunks use the new and flexible "micro chunks inside chunks" technique
138 already used with the new "CONF" chunk (for normal element properties)
139 which makes it possible to easily extend the existing level format
140 (instead of using fixed-length chunks like before, which are either
141 too big due to reserved bytes for future use, or too small when those
142 reserved bytes have all been used and even more data should be stored,
143 requiring the replacement by new and larger chunks just like it went
144 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
147 * added credits pages to the "credits" section that were really missing
148 * added some missing element descriptions to the level editor
149 * added down position of switchgate switch to the level editor
150 and allowed the use of both switch positions at the same time
151 * changed use of "Insert" and "Delete" keys to navigate element list in
152 level editor to start of previous or next cascading block of elements
155 * added the possibility to view the title screen to the info screen menu
156 * fixed some minor bugs with viewing title screens
159 * fixed bug with title (cross)fading in/out when using fullscreen mode
162 * fixed bug that forced re-defining of menu settings in local graphics
163 config file which are already defined in existing base config file
164 * fixed small bug that caused door sounds playing when music is enabled
167 * added the possibility to define up to five title screens for each
168 level set that are displayed after loading using (cross)fading in/out
169 (this was added to display the various start images of the EMC sets)
172 * added "CE score gets zero [of]" to custom element trigger conditions
173 * added setup option to display element token name in level editor
176 * added compatibility code for Juergen Bonhagen's menu artwork settings
179 * fixed bug with displaying wrong animation frame 0 after CE changes
180 * fixed bug with creating invisible elements when light switch is on
183 * added selection between ECS and AGA graphics for EMC levels to setup
186 * adjusted font handling for various narrow EMC style fonts
189 * changed EM engine behaviour back to re-allow initial rolling springs
192 * fixed handling of over-large selectboxes (less error-prone now)
193 * fixed bug when creating GE with walkable element under the player
196 * added use of "Insert" and "Delete" keys to navigate element list in
197 level editor to start of custom elements or start of group elements
198 * added virtual elements to access CE value and CE score of elements:
199 - "CE value of triggering element"
200 - "CE score of triggering element"
201 - "CE value of current element"
202 - "CE score of current element"
205 * fixed "grass" to "sand" in older EM levels (up to file version V4)
208 * changed behaviour of network games with internal errors (because of
209 different client frame counters) from immediately terminating R'n'D
210 to displaying an error message requester and stopping only the game
211 (also to prevent impression of crashes under non command-line runs)
212 * fixed playing network games with the EMC engine (did not work before)
213 * fixed bug with not scrolling the screen in multi-player mode with the
214 focus on player 1 when all players are moving in different directions
215 * fixed bug with keeping pointer to gadget even after its deallocation
216 * fixed bug with allowing "focus on all players" in network games
217 * fixed bug with player focus when playing tapes from network games
220 * uploaded pre-release (test) version 3.2.0-7 binary and source code
223 * code cleanup for game action control for R'n'D and EMC game engine
226 * fixed bug in multi-player movement with focus on both players
227 * added option to control only the focussed player with all input
230 * added player focus switching to level tape recording and re-playing
233 * fixed some bugs in player focus switching in EMC and RND game engine
236 * added special Supaplex animations for Murphy digging and snapping
237 * added special Supaplex animations for Murphy being bored and sleeping
240 * added four new yam yams with explicit start direction for EMC engine
241 * fixed bug in src/libgame/text.c with printing text outside the window
244 * fixed small bug in EMC level loader (copyright sign in EM II levels)
247 * added delayed ignition of EM style dynamite when used in R'n'D engine
248 * added limited movement range to EMC engine when focus on all players
251 * fixed bug with missing (zero) score values for native Supaplex levels
254 * added "continuous snapping" (snapping many elements while holding the
255 snap key pressed, without releasing the snap key after each element)
256 as a new player setting for more compatibility with the classic games
259 * finished scrolling for "focus on all players" in EMC graphics engine
262 * level sets with "levels: 0" are ignored for levels, but not artwork
263 * fixed bug when scanning empty level group directories (endless loop)
266 * fixed bug with explosion graphic for player using "Murphy" graphic
267 * fixed bug with explosion graphic if player leaves explosion in time
268 * changed some descriptive text in setup menu to use medium-width font
269 * added key shortcut settings for switching player focus to setup menu
272 * fixed bug with random value initialization when recording tapes
273 * fixed bug with playing single player tapes when team mode activated
276 * fixed little bug when trying to switch to player that does not exist
279 * added player switching (visual and quick) to R'n'D and EM game engine
280 * added setup option to select visual or quick in-game player switching
283 * added use of "Home" and "End" keys to handle element list in editor
286 * fixed bug with adding score when playing tape with EMC game engine
287 * added steel wall border for levels using EMC engine without border
288 * finally fixed delayed scrolling in EMC engine also for small levels
291 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
294 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
295 * fixed bug when displaying info element without action, but direction
298 * fixed minor graphical problems with springs smashing and slurping
299 (when using R'n'D style graphics instead of EMC style graphics)
302 * added scroll delay (as configured in setup) to EMC graphics engine
305 * improved screen redraw for EMC graphics engine (faster and smoother)
306 * when not scrolling, do not redraw the whole playfield if not needed
309 * added multi-player mode for EMC game engine (with up to four players)
312 * added android (can clone elements) from EMC engine to R'n'D engine
315 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
318 * added selectbox for initial player speed to player settings in editor
321 * version 3.1.2 created that is basically version 3.1.1, but with a
322 major bug fixed that prevented editing your own private levels
323 * version 3.1.2 released
326 * added magic ball (creates elements) from EMC engine to R'n'D engine
329 * uploaded fixed pre-release version 3.2.0-6 binary and source code
332 * fixed bug when using "CE can leave behind <trigger element>"
333 * added new change condition "(after/when) creation of <element>"
334 * added new change condition "(after/when) digging <element>"
335 * fixed bug accessing invalid gadget that caused crashes under Windows
336 * deactivated new possibility for multiple CE changes per frame
339 * uploaded pre-release (test) version 3.2.0-6 binary and source code
342 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
343 * fixed bug with not keeping CE value for moving CEs with only action
344 * changed CE action selectboxes in editor to be only reset when needed
347 * added option "use artwork from element" for custom player artwork
348 * added option "use explosion from element" for player explosions
351 * added cascaded element lists in the level editor
352 * added persistence for cascaded element lists by "editorcascade.conf"
353 * added dynamic element list with all elements used in current level
354 * added possibility for multiple CE changes per frame (experimental)
357 * uploaded pre-release (test) version 3.2.0-5 binary and source code
360 * changed "score for each 10 seconds/steps left" to "1 second/step"
361 * added own score for collecting "extra time" instead of sharing it
362 * added change events "switched by player" and "player switches <e>"
363 * added change events "snapped by player" and "player snaps <e>"
364 * added "set player artwork: <element choice>" to CE action options
365 * added change event "move of <element>"
368 * added "set player shield: off / normal / deadly" to CE action options
369 * added new player option "use level start element" in level editor
370 to set the correct focus at level start to elements from which the
371 player is created later (this did not work before for cascaded CE
372 changes resulting in creation of the player; it is now also possible
373 to create the player from a yam yam which is smashed at level start)
376 * added "set player speed: frozen (not moving)" to CE action options
377 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
380 * added new player option "block snap field" (enabled by default) to
381 make it possible to show a snapping animation like in Emerald Mine
384 * added dynamic selectboxes to custom element action settings in editor
385 * added "CE value" counter for custom elements (instead of "CE count")
386 * added option to use the last "CE value" after custom element change
387 * added option to use the "CE value" of other elements in CE actions
388 * fixed odd behaviour when pressing time orb in levels w/o time limit
389 * added checkbox "use time orb bug" for older levels that use this bug
392 * added missing configuration settings for the following elements:
393 - EL_TIMEGATE_SWITCH (time of open time gate)
394 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
395 - EL_SHIELD_NORMAL (time of shield duration)
396 - EL_SHIELD_DEADLY (time of shield duration)
397 - EL_EXTRA_TIME (time added to level time)
398 - EL_TIME_ORB_FULL (time added to level time)
401 * added "wind direction" as a movement pattern for custom elements
402 * added initial wind direction for balloon / custom elements to editor
403 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
406 * added parameters for "game of life" and "biomaze" elements to editor
409 * added level file chunk "CONF" for generic level and element settings
412 * uploaded pre-release (test) version 3.2.0-4 binary and source code
415 * skip empty level sets (with "levels: 0"; may be artwork base sets)
416 * added sound action ".page[1]" to ".page[32]" for each CE change page
419 * added image config suffix ".clone_from" to copy whole image settings
420 * fixed bug with invalid ("undefined") CE settings in old level files
423 * fixed graphical bug with smashing elements falling faster than player
426 * fixed major bug which prevented private levels from being edited
427 * fixed bug with precedence of general and special font definitions
430 * fixed graphical bug with player animation when player moves slowly
433 * uploaded pre-release (test) version 3.2.0-3 binary and source code
436 * fixed bug which prevented "global.num_toons: 0" from working
439 * major code cleanup (removed all these annoying "#if 0" blocks)
442 * added custom element actions for CE change page in level editor
445 * fixed music initialization bug in init.c (thanks to David Binderman)
446 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
447 (this bug must probably be fixed at other places, too)
450 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
451 (should be '#include <SDL.h>' instead)
454 * fixed bug which prevented "walkable from no direction" from working
455 (due to compatibility code overwriting this setting after loading)
458 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
461 * version number temporarily set to 3.1.1 (intermediate bugfix release)
462 * version 3.1.1 released
465 * changed some va_arg() arguments from 'long' to 'int', fixing problems
466 on 64-bit architecture systems with LP64 data model
469 * fixed bug with bombs not exploding when hitting the last level line
470 (introduced after the release of 3.1.0)
473 * added support for dumping small-sized level sketches from editor
476 * added recognition of "trigger element" for "change digged element to"
477 (this is not really what the "trigger element" was made for, but its
478 use may seem obvious for leaving back digged elements unchanged)
481 * fixed multiple warnings about failed joystick device initialization
484 * fixed bug with dynamite dropped on top of just dropped custom element
485 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
486 dynamite can still be dropped, but drop key must be released before
489 * fixed bug with wrong start directory when started from file browser
490 (due to this bug, R'n'D could not be started from KDE's Konqueror)
493 * fixed bug causing "change when impact" on player not working
494 * fixed wrong priority of "hitting something" over "hitting <element>"
495 * fixed wrong priority of "hit by something" over "hit by <element>"
498 * fixed graphical bug which caused the player (being Murphy) to show
499 collecting animations although the element was collected by penguin
502 * fixed two bugs causing wrong door background graphics in system.c
503 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
506 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
507 * added "no direction" to "walkable/passable from" selectbox options
510 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
511 * in tape autoplay, not only report broken, but also missing tapes
514 * uploaded pre-release (test) version 3.2.0-2 binary and source code
517 * fixed small bug with "linear" animation not working for active lamp
520 * fixed bug with moving up despite gravity due to "block last field"
521 * fixed small bug with wrong draw offset when typing name in main menu
522 * when reading user names from "passwd", ignore data after first comma
523 * when creating new "levelinfo.conf", only write some selected entries
526 * fixed displaying "imported from/by" on preview with empty string
527 * fixed ignoring draw offset for fonts used for level preview texts
530 * fixed a delay problem with SDL and too many mouse motion events
531 * added setup option "skip levels" and level skipping functionality
534 * added move speed "not moving" for non-moving CEs, but with direction
537 * fixed mapping of obsolete element token names in "editorsetup.conf"
538 * fixed bug with sound "acid.splashing" treated as a loop sound
539 * fixed some little sound bugs in native EM engine
542 * fixed small bug when dragging scrollbars to end positions
545 * added editor element descriptions written by Aaron Davidson
548 * improved fallback handling when configured artwork is not available
549 (now using default artwork instead of exiting when files not found)
552 * fixed bug on level selection screen when dragging scrollbar
555 * fixed bug which caused broken tapes when appending to EM engine tapes
558 * uploaded pre-release (test) version 3.2.0-1 binary and source code
561 * added code to replace changed artwork config tokens with other tokens
562 (needed for backwards compatibility, so that older tokens still work)
565 * added native R'n'D graphics for some new EMC elements in EM engine
568 * fixed some bugs in the EM engine integration code
569 * changed EM engine code to allow diagonal movement
570 * changed EM engine code to allow use of separate snap and drop keys
573 * fixed some redraw bugs when using EM engine
576 * fixed bug with not converting RND levels which are set to use native
577 engine to native level structure when loading
580 * uploaded pre-release (test) version 3.2.0-0 binary and source code
583 * version number set to 3.2.0
586 * level data now reset to defaults after attempt to load invalid file
589 * added use of "editorsetup.conf" for different level sets
592 * added auto-detection for various types of Emerald Mine level files
595 * fixed bug with scrollbars getting too small when list is very large
598 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
601 * added most level editor configuration gadgets for new EMC elements
604 * added more element and graphic definitions for new EMC elements
607 * modified native EM engine to use integrated R'n'D sound system
610 * added SDL support to graphics functions in native EM engine
611 (by always using generic libgame interface functions)
614 * fixed bug in frame synchronization in native EM engine
617 * added code to convert levels between R'n'D and native EM engine
620 * new Emerald Mine engine can now play levels selected in main menu
623 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
624 (which creates scaled down graphics for level editor and preview);
625 there's still a memory leak somewhere in the artwork handling code
626 * added "scale image up" functionality to X11 version of zoom function
629 * first attempts to integrate new, native Emerald Mine Club engine
632 * fixed bug in gadget code which caused reset of CEs in level editor
633 (example: pressing 'b' [grab brush] on CE config page erased values)
634 (solution: check if gadgets in ClickOnGadget() are really mapped)
635 * improved level change detection in editor (settings now also checked)
636 * fixed bug with "can move into acid" and "don't collide with" state
639 * fixed maze runner style CEs to use the configured move delay value
642 * added Aaron Davidson's tutorial level set to the "Tutorials" section
645 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
646 * fixed the above fix because it broke level set "machine" (*sigh*)
647 * fixed random element placement in level editor to work as expected
648 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
651 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
654 * fixed bug (missing array boundary check) which caused broken tapes
655 * fixed bug (when loading level template) which caused broken levels
656 * fixed bug with new block last field code when using non-yellow player
659 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
660 * internal change of how the player blocks the last field when moving
661 * fixed blocking delay of last field for EM and SP style block delay
662 * fixed bug where the player had to wait for the usual move delay after
663 unsuccessfully trying to move, when he directly could move after that
664 * the last two changes should make original Supaplex level 93 solvable
665 * improved use of random number generator to make it less predictable
666 * fixed behaviour of slippery SP elements to let slip left, then right
669 * fixed bug with wrong door state after trying to quickload empty tape
670 * fixed waste of static memory usage of the binary, making it smaller
671 * fixed very little graphical bug in Supaplex explosion
674 * version number set to 3.1.1
677 * version 3.1.0 released
680 * fixed bug with crash when writing user levelinfo.conf the first time
683 * added option "convert LEVELDIR [NR]" to command line batch commands
684 * re-converted Supaplex levels to apply latest engine fixes
685 * changed "use graphic/sound of element" to "use graphic of element"
686 due to compatibility problems with some levels ("bug machine" etc.)
689 * fixed bug with CE change replacing player with same or other player
692 * fixed bug with opaque font in envelope with background graphic when
693 background graphic is not transparent itself
696 * added "gravity on" and "gravity off" ports for Supaplex compatibility
697 * corrected original Supaplex level loading code to use these new ports
698 * also corrected Supaplex loader to auto-count infotrons if set to zero
701 * fixed bug with missing initialization of "modified" flag for GEs
704 * fixed bug that caused endless recursion loop when relocating player
705 * fixed tape recorder bug in "step mode" when using "pause before end"
706 * fixed tape recorder bug when changing from "warp forward" mode
709 * fixed bug with "when touching" for pushed elements at last position
712 * fixed bug that caused two activated toolbox buttons in level editor
713 * fixed bug with exploding dynabomb under player due to other explosion
716 * fixed bug with creating walkable custom element under player (again)
717 * fixed bug with not copying explosion type when copying CEs in editor
718 * fixed graphical bug when drawing player in setup menu (input devices)
719 * fixed graphical bug when the player is pushing an accessible element
720 * fixed bug with classic switchable elements triggering CE changes
721 * fixed bug with entering/leaving walkable element in RelocatePlayer()
722 * fixed crash bug when CE leaves behind the trigger player element
725 * fixed bug with broken tubes after placing/exploding dynamite in them
726 * fixed bug with exploding dynamite under player due to other explosion
727 * fixed bug with not resetting push delay under certain circumstances
730 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
731 * added network multiplayer code for Windows (thanks to Niko Böhm)
734 * added option "reachable despite gravity" for gravity movement
735 * changed gravity movement of most classic walkable and passable
736 elements back to "not reachable" (for compatibility reasons)
739 * fixed (removed) "indestructible" / "can explode" dependency in editor
740 * fixed (removed) "accessible inside" / "protected" dependency
741 * fixed (removed) "step mode" / "shield time" dependency
744 * fixed dynabombs exploding now into anything diggable
745 * fixed Supaplex style gravity movement into buggy base now impossible
746 * added pressing key "space" as valid action to select menu options
749 * added "replace when walkable" to relocate player to walkable element
750 * added "enter"/"leave" event for elements affected by relocation
751 * fixed "direct"/"indirect" change order also for "when change" event
752 * fixed graphical bug when pushing things from elements walkable inside
755 * fixed graphic bug when player is snapping while moving in old levels
756 * fixed bug when a moving custom element leaves a player element behind
757 * fixed bug with mole not disappearing when moving into acid pool
758 * fixed bug with incomplete path setting when using "--basepath" option
759 * moving CE can now leave walkable elements behind under the player
760 * when relocating, player can be set on walkable element now
761 * fixed another gravity movement bug
764 * uploaded pre-release (test) version 3.1.0-2 binary and source code
767 * added "collectible" and "removable" to extended replacement types
768 (where "removable" replaces "diggable" and "collectible" elements)
769 * added "collectible & throwable" (to throw element to the next field)
770 * fixed bug with CEs digging elements that are just about to explode
771 * changed mouse cursor now always being visible when game is paused
774 * added possibility to push/press accessible elements from a side that
776 * fixed bug with not setting actual date when appending to tape
779 * fixed bug with incorrectly initialized custom element editor graphics
782 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
783 - number of levels corrected from 18 to 17 in "levelinfo.conf"
786 * fixed bug with destroyed robot wheel still attracting robots forever
787 * fixed bug with time gate switch deactivating after robot wheel time
788 (while the time gate itself is not affected by this misbehaviour)
789 * changed behaviour of BD style amoeba to always get blocked by player
790 (before it was different when there were non-BD elements in level)
791 * fixed bug with player destroying indestructable elements with shield
794 * added option to make growing elements grow into anything diggable
795 (for the various amoeba types, biomaze and "game of life")
798 * fixed bug with movable elements not moving after left behind by CEs
799 * changed gravity movement to anything diggable, not only sand/base
800 * optionally allowing passing to walkable element, not only empty space
801 * added option "can pass to walkable element" for players
802 * finally fixed gravity movement (hopefully)
805 * fixed bug with movable elements not moving anymore after falling down
808 * fixed another bug with custom elements digging and leaving elements
809 * fixed bug with "along left/right side" and automatic start direction
810 * trigger elements now also displayed when "more custom" deactivated
811 * fixed bug with clipboard element initialized when loading new level
812 * added option "drop delay" to set delay before dropping next element
815 * uploaded pre-release (test) version 3.1.0-1 binary and source code
818 * added copy and paste functions for custom change pages
819 * enhanced graphical display and functionality of tape recorder
820 * fixed bug with custom elements digging and leaving elements
823 * added move speed faster than "very fast" for custom elements
824 * fixed bug with 3+3 style explosions and missing border content
825 * fixed little bug when copying custom elements in the editor
826 * enhanced custom element changes by more side trigger actions
829 * added option "no scrolling when relocating" for instant teleporting
830 * uploaded pre-release (test) version 3.1.0-0 binary and source code
833 * added trigger element and trigger player to use as target elements
834 * added copy and paste functions for custom and group elements
837 * fixed graphical bug when displaying explosion animations
838 * fixed bug when appending to tapes, resulting in broken tapes
839 * re-recorded a few tapes broken by fixing gravity checking bug
842 * "can move into acid" property now for all elements independently
843 * "can fall into acid" property for player stored in same bitfield now
844 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
845 * version number set to 3.1.0 (finally!)
848 * changed tape recording to only record input, not programmed actions
851 * fixed totally broken (every 8th frame skipped) step-by-step recording
852 * fixed bug with requester not displayed when quick-loading interrupted
853 * added option "can fall into acid (with gravity)" for players
854 * fixed bug with player not falling when snapping down with gravity
857 * fixed bug which messed up key config when using keypad number keys
860 * fixed bug which allowed moving upwards even when gravity was active
861 * fixed bug with missing error handling when dumping levels or tapes
864 * added different colored editor graphics for Supaplex gravity tubes
867 * fixed bug that allowed solvable tapes for unsolvable levels
870 * use unlimited number of droppable elements when "count" set to zero
871 * added option to use step limit instead of time limit for level
874 * added player and change page as trigger for custom element change
877 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
880 * fixed bug with dark yamyam changing to acid when moving over acid
881 * fixed handling of levels with more than 999 seconds level time
882 (example: level 76 of "Denmine")
885 * "spring push bug" reintroduced as configurable element property
886 * fixed bug with missing properties for "mole"
887 * fixed bug that showed up when fixing the above "mole" properties bug
888 * added option "can move into acid" for all movable elements
889 * fixed graphical bug for elements moving into acid
890 * changed event handling to handle all pending events before going on
893 * fixed bug which caused all CE change pages to be ignored which had
894 the same change event, but used a different element side
895 (reported by Simon Forsberg)
897 * fixed bug which caused elements that can move and fall and that are
898 transported by a conveyor belt to continue moving into that direction
899 after leaving the conveyor belt, regardless of their own movement
900 type; only elements which can not move are transported now
901 (reported by Simon Forsberg)
903 * fixed bug which could cause an array overflow in RelocatePlayer()
904 (reported by Niko Böhm)
906 * changed Emerald Mine style "passable / over" elements to "protected"
907 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
909 * added new option to select from which side a "walkable/passable"
910 element can be entered
913 * added explosion and ignition delay for elements that can explode
916 * fixed bug which caused player not being protected against enemies
917 when a CE was "walkable / inside" and was not "indestructible"
918 * added "walkable/passable" fields to be "protected/unprotected"
919 against enemies, even if not accessible "inside" but "over/under"
922 * corrected move pattern to 32 bit and initial move direction to 8 bit
925 * added second custom element base configuration page
928 * added some special EMC mappings to Emerald Mine level loader
929 (also covering previously unknown element in level 0 of "Bondmine 8")
932 * added option to block last field when player is moving (for Supaplex)
933 * adjusted push delay of Supaplex elements
934 * removed delays for envelopes etc. when replaying with maximum speed
935 * fixed bug when dropping element on a field that just changed to empty
938 * fixed bug: infotrons can now smash yellow disks
939 * fixed bug: when gravity active, port above player can now be entered
940 * removed "one white dot" mouse pointer which irritated some people
943 * added "choice type" for group element selection
946 * fixed bug with initial invulnerability of non-yellow player
949 * added level loader for loading native Supaplex packed levels
950 (including multi-part levels like the "splvls99" levels)
953 * fixed bug which allowed creating emeralds by escaping explosions
956 * custom elements can change (limited) or leave (unlimited) elements
957 * finally added multiple matches using group elements
958 * added shortcut to dump brush (type ":DB" in editor) for use in forum
961 * added new start movement type "previous" for continued CE movement
962 * added new start movement type "random" for random CE movement start
965 * added new element "sokoban_field_player" needed for Sokoban levels
966 (thanks to Ed Booker for pointing this out!)
969 * added elements that can be digged or left behind by custom elements
972 * added group elements for multiple matches and random element creation
975 * fixed some graphical errors displayed in old levels
978 * fixed wrong double speed movement after passing closing gates
981 * added level loader for loading native Emerald Mine levels
984 * changes for "shooting" style CE movement
987 * Happy New Year! ;-)
990 * changed default snap/drop keys from left/right Shift to Control keys
993 * fixed bug with dead player getting reanimated from custom element
996 * fixed bug with wrong penguin graphics (when entering exit)
999 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1002 * version number set to 3.0.9
1005 * version 3.0.8 released
1008 * added function checked_free()
1011 * fixed bug with double nut cracking sound
1012 (by eliminating "default element action sound" assignment in init.c)
1015 * fixed crash when no music info files are available
1018 * fixed boring and sleeping sounds
1021 * added "maze runner" and "maze hunter" movement types
1022 * added extended collision conditions for custom elements
1025 * added warnings for undefined token values in artwork config files
1028 * added menu entry for level set information to the info screen
1031 * fixed bug with wrong default impact sound for colored emeralds
1034 * added several sub-screens for the info screen
1035 * menu text now also clickable (not only blue/red sphere left of it)
1038 * added configurable "bored" and "sleeping" animations for the player
1039 * added "awakening" sound for player when waking up after sleeping
1042 * added "copy" and "exchange" functions for custom elements to editor
1045 * added configurable element animations for info screen
1048 * added configurable music credits for info screen
1051 * finally fixed tape recording when player is created from CE change
1054 * added "editorsetup.conf" for editor element list configuration
1057 * added "musicinfo.conf" for menu and level music configuration
1060 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1061 (that only showed up on Linux, but not on Windows systems)
1064 * fixed turning movement of butterflies and fireflies (no frame reset)
1065 * enhanced sniksnak turning movement (two steps instead of only one)
1068 * version number set to 3.0.8
1071 * version 3.0.7 released
1074 * fixed reset of player animation frame when, for example,
1075 walking, digging or collecting share the same animation
1076 * fixed CE with "deadly when touching" exploding when touching amoeba
1079 * fixed tape recording when player is created from CE element change
1082 * introduced "turning..." action graphic for elements with move delay
1083 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1084 * added turning animations for bug, spaceship and sniksnak
1087 * prevent "extended" changed elements from delay change in same frame
1090 * fixed bug when pushing element that can move away to the side
1091 (like pushing falling elements, but now with moving elements)
1094 * finally fixed serious bug in code for delayed element pushing (again)
1097 * unavailable setup options now marked as "n/a" instead of "off"
1098 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1099 to "true", levels are always played with the latest game engine,
1100 which is desired for levels that are imported from other games; all
1101 other levels are played with the engine version stored in level file
1102 (which is normally the engine version the level was created with)
1105 * fixed serious bug in code for delayed element pushing
1106 * fixed little bug in animation frame selection for pushed elements
1107 * speed-up of reading config file for verbose output
1110 * added configuration option for opening and closing Supaplex exit
1111 * added configuration option for moving up/down animation for Murphy
1112 * fixed incorrectly displayed animation for attacking dragon
1113 * fixed bug with not setting initial gravity for each new game
1114 * fixed bug with teleportation of player by custom element change
1115 * fixed bug with player not getting smashed by rock sometimes
1118 * version number set to 3.0.7
1121 * version 3.0.6 released
1124 * added support for MP3 music for SDL version through SMPEG library
1127 * fixed bug when initializing font graphic structure
1128 * fixed bug with animation mode "pingpong" when using only 1 frame
1129 * fixed bug with extended change target introduced in 3.0.5
1130 * fixed bug where passing over moving element doubles player speed
1131 * fixed bug with elements continuing to move into push direction
1132 * fixed bug with duplicated player when dropping bomb with shield on
1133 * added "switching" event for custom elements ("pressing" only once)
1134 * fixed switching bug (resetting flag when not switching but not idle)
1137 * fixed element tokens for certain file elements with ".active" etc.
1140 * version number set to 3.0.6
1143 * version 3.0.5 released
1146 * now four envelope elements available
1147 * font, background, animation and sound for envelope now configurable
1148 * main menu doors opening/closing animation type now configurable
1151 * active/inactive sides configurable for custom element changes
1152 * new movement type "move when pushed" available for custom elements
1155 * fixed bug in multiple config pages loader code that caused crashes
1158 * enhanced (remaining low-resolution) Supaplex graphics
1161 * version number set to 3.0.5
1164 * version 3.0.4 released
1166 2003-09-12 src/tools.c
1167 * fixed bug in custom definition of crumbled element graphics
1169 2003-09-11 src/files.c
1170 * fixed bug in multiple config pages code that caused crashes
1173 * version number set to 3.0.4
1176 * version 3.0.3 released
1179 * added music to Supaplex classic level set
1181 2003-09-07 src/libgame/misc.c
1182 * added support for loading various music formats through SDL_mixer
1184 2003-09-06 (various source files)
1185 * fixed several nasty bugs that may have caused crashes on some systems
1186 * added envelope content which gets displayed when collecting envelope
1187 * added multiple change event pages for custom elements
1189 2003-08-24 src/game.c
1190 * fixed problem with player animation when snapping and moving
1192 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1193 * fixed problem with flickering when drawing toon animations
1195 2003-08-23 src/libgame/sdl.c
1196 * fixed problem with setting mouse cursor in SDL version in fullscreen
1198 2003-08-23 src/game.c
1199 * fixed bug (missing array boundary check) which could crash the game
1202 * version number set to 3.0.3
1205 * version 3.0.2 released
1207 2003-08-21 src/game.c
1208 * fixed bug with creating inaccessible elements at player position
1210 2003-08-20 src/init.c
1211 * fixed bug with not finding current level artwork directory
1213 2003-08-20 src/files.c
1214 * fixed bug with choosing wrong engine version when playing tapes
1215 * fixed bug with messing up custom element properties in 3.0.0 levels
1218 * version number set to 3.0.2
1221 * version 3.0.1 released
1223 2003-08-17 (no source files affected)
1224 * changed all "classic" PCX image files with 16 colors or less to
1225 256 color (8 bit) storage format, because the Allegro game library
1226 cannot handle PCX files with less than 256 colors (contributed
1227 graphics are not affected and might look wrong in the DOS version)
1229 2003-08-16 src/init.c
1230 * fixed bug which (for example) crashed the level editor when defining
1231 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1232 (only set to default) -- invalid graphics now set to default graphic
1234 2003-08-16 src/init.c
1235 * fixed graphical bug of player digging/collecting/snapping element
1236 when no corresponding graphic/animation is defined for this action,
1237 resulting in player being drawn as EL_EMPTY (which should only be
1238 done to elements being collected, but not to the player)
1240 2003-08-16 src/game.c
1241 * fixed small graphical bug of player not totally moving into exit
1243 2003-08-16 src/libgame/setup.c
1244 * fixed bug with wrong MS-DOS 8.3 filename conversion
1246 2003-08-16 src/tools.c
1247 * fixed bug with invisible mouse cursor when pressing ESC while playing
1249 2003-08-16 (various source files)
1250 * added another 128 custom elements (disabled in editor by default)
1252 2003-08-16 src/editor.c
1253 * fixed NULL string bug causing Solaris to crash in sprintf()
1255 2003-08-16 src/screen.c
1256 * fixed drawing over scrollbar on level selection with custom fonts
1258 2003-08-15 src/game.c
1259 * cleanup of simple sounds / loop sounds / music settings
1261 2003-08-08 (various source files)
1262 * added custom element property for dropping collected elements
1264 2003-08-08 src/conf_gfx.c
1265 * fixed bug with missing graphic for active red disk bomb
1267 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1268 * extended variable "level.gravity" to "level.initial_gravity" and
1269 "game.current_gravity" to prevent level setting from being changed
1270 by playing the level (keeping the runtime value after playing)
1272 * fixed graphics bug when digging element that has 'crumbled' graphic
1273 definition, but not 'diggable' graphic definition
1276 * version number set to 3.0.1
1279 * version 3.0.0 released
1282 * various bug fixes; among others:
1283 - fixed bug with pushing spring over empty space
1284 - fixed bug with leaving tube while placing dynamite
1285 - fixed bug with explosion of smashed penguins
1286 - allow Murphy player graphic in levels with non-Supaplex elements
1290 * I have forgotten to document changes for some time
1293 * pre-release version 2.2.0rc1 released
1296 * version number set to 2.1.2
1299 * version 2.1.1 released
1302 * version number set to 2.1.1
1305 * version 2.1.0 released
1308 * version number set to 2.1.0
1310 2002-04-03 to 2002-05-19 (various source files)
1311 * graphics, sounds and music now fully configurable
1312 * bug fixed that prevented walking through tubes when gravity on
1314 2002-04-02 src/events.c, src/editor.c
1315 * Make Escape key less aggressive when playing or when editing level.
1316 This can be configured as an option in the setup menu. (Default is
1317 "less aggressive" which means "ask user if something can be lost"
1318 when pressing the Escape key.)
1320 2002-04-02 src/screen.c
1321 * Added "graphics setup" screen.
1323 2002-04-01 src/screen.c
1324 * Changed "choose level" setup screen stuff to be more generic (to
1325 make it easier to add more "choose from generic tree" setup screens).
1327 2002-04-01 src/config.c, src/timestamp.h
1328 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1329 automatically gets created by "src/Makefile" and contains an actual
1330 compile-time timestamp to identify development versions of the game).
1332 2002-03-31 src/tape.c, src/events.c
1333 * Added quick game/tape save/load functions to tape stuff which can be
1334 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1335 loads previously recorded tape and directly goes into recording mode
1336 from the end of the tape (therefore appending to the tape).
1338 2002-03-31 src/tape.c
1339 * Added "index mark" function to tape recorder. When playing or
1340 recording, "eject" button changes to "index" button. Setting index
1341 mark is not yet implemented, but pressing index button when playing
1342 allows very quick advancing to end of tape (when normal playing),
1343 very fast forward mode (when playing with normal fast forward) or
1344 very fast reaching of "pause before end of tape" (when playing with
1345 "pause before end" playing mode).
1347 2002-03-30 src/cartoons.c
1348 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1350 2002-03-29 src/screen.c
1351 * Changed setup screen stuff to be more generic (to make it easier
1352 to add more setup screens).
1354 2002-03-23 src/main.c, src/main.h
1355 * Various changes due to the introduction of the new libgame files
1356 "setup.c" and "joystick.c".
1358 2002-03-23 src/files.c
1359 * Generic parts of "src/files.c" (mainly setup and level directory
1360 stuff) moved to new libgame file "src/libgame/setup.c".
1362 2002-03-23 src/joystick.c
1363 * File "src/joystick.c" moved to libgame source tree, with
1364 correspondig changes.
1366 2002-03-22 src/screens.c
1367 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1368 (Wrong level series information displayed when entering main group.)
1370 2002-03-22 src/editor.c
1371 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1373 2002-03-22 src/editor.c
1374 * Changed behaviour of "Escape" key in level editor to be more
1375 intuitive: When in "Element Properties" or "Level Info" mode,
1376 return to "Drawing Mode" instead of leaving the level editor.
1378 2002-03-21 src/game.c, src/editor.c, src/files.c
1379 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1380 gems (emeralds, diamonds, ...) slipping down from normal wall,
1381 steel wall and growing wall (as in E.M.C. style levels). Although
1382 the behaviour of contributed and private levels wasn't changed (due
1383 to the use of "level.game_version"; see previous entry), editing
1384 those levels will (of course) change the behaviour accordingly.
1386 This change seems a bit too hard after thinking about it, because
1387 the EM style behaviour is not the "expected" behaviour (gems would
1388 normally only slip down from "rounded" walls). Therefore this was
1389 now changed to an element property for gem style elements, with the
1390 default setting "off" (which means: no special EM style behaviour).
1391 To fix older converted levels, this flag is set to "on" for pre-2.0
1392 levels that are neither contributed nor private levels.
1394 2002-03-20 src/files.h
1395 * Corrected settings for "level.game_version" depending of level type.
1396 (Contributed and private levels always get played with game engine
1397 version they were created with, while converted levels always get
1398 played with the most recent version of the game engine, to let new
1399 corrections of the emulation behaviour take effect.)
1401 2002-03-20 src/main.h
1402 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1403 compiling the SDL version on some systems.
1404 Thanks to the several people who pointed this out.
1407 * Version number set to 2.0.2.
1410 * Version 2.0.1 released.
1412 2002-03-18 src/screens.c
1413 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1415 2002-03-18 src/files.c [src/libgame/misc.c]
1416 * Moved some common functions from src/files.c to src/libgame/misc.c.
1418 2002-03-18 src/files.c [src/libgame/misc.c]
1419 * Changed permissions for new directories and saved files (especially
1420 score files) according to suggestions of Debian users and mantainers.
1421 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1423 2002-03-17 src/files.c
1424 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1425 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1426 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1427 for levels and "TAPE" for tapes). Old "cookie" style format is
1428 still supported for reading. New level and tape files are written
1431 * New IFF chunk "VERS" contains version numbers for file and game
1432 (where "game version" is the version of the program that wrote the
1433 file, and "file version" is a version number to distinguish files
1434 with different format, for example after adding new features).
1436 2002-03-15 src/screen.c
1437 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1438 (Before, you heard a mixture of the in-game music and the
1439 hall-of-fame music.)
1441 2002-03-14 src/events.c
1442 * Function "DumpTape()" (files.c) now available by pressing 't' from
1443 main menu (when in DEBUG mode).
1445 2002-03-14 src/game.c
1446 * "GameWon()": When game was won playing a tape, now there is no delay
1447 raising the score and no corresponding sound is played.
1449 2002-03-14 src/files.c
1450 * Changed "LoadTape()" for real chunk support and also adjusted
1451 "SaveTape()" accordingly.
1453 2002-03-14 src/game.c, src/tape.c, src/files.c
1454 * Important changes to tape format: The old tape format stored all
1455 actions with a real effect with a corresponding delay between the
1456 stored actions. This had some major disadvantages (for example,
1457 push delays had to be ignored, pressing a button for some seconds
1458 mutated to several single button presses because of the non-action
1459 delays between two action frames etc.). The new tape format just
1460 stupidly records all device actions and replays them later. I really
1461 don't know why I haven't solved it that way before?! Old-style tapes
1462 (with tape file version less than 2.0) get converted to the new
1463 format on-the-fly when loading and can therefore still be played;
1464 only some minor parts of the old-style tape handling code was needed.
1465 (A perfect conversion is not possible, because there is information
1466 missing about the device actions between two action frames.)
1468 2002-03-14 src/files.c
1469 * New function "DumpTape()" to dump the contents of the current tape
1470 in a human readable format.
1472 2002-03-14 src/game.c
1473 * Small tape bug fixed: When automatically advancing to next level
1474 after a game was won, the tape from the previous level still was
1475 loaded as a tape for the new level.
1477 2002-03-14 src/tape.c
1478 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1479 tape, cartoons did not get completely removed because
1480 StopAnimation() was not called.
1482 2002-03-13 src/files.c
1483 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1484 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1485 size even when using 16-bit elements). Added new chunk "CNT2" for
1486 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1487 chunk even when content was 16-bit element). "CNT2" should now be
1488 able to store content for arbitrary elements (up to eight blocks of
1489 3 x 3 element arrays). All "CNT2" elements will always be stored as
1490 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1492 2002-03-13 src/files.c
1493 * Changed "LoadLevel()" for real chunk support.
1495 2002-03-12 src/game.c
1496 * Fixed problem (introduced after 2.0.0 release) with penguins
1497 not getting killed by enemies
1499 2002-02-24 src/game.c, src/main.h
1500 * Added "player->is_moving"; now "player->last_move_dir" does
1501 not contain any information if the player is just moving at
1503 Before, "player->last_move_dir" was misused for this purpose
1504 for the robot stuff (robots don't kill players when they are
1505 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1506 broke tapes when walking through pipes!
1507 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1508 in a continuous movement. This fact is ignored for friends and