2 * added compatibility code to fix "Snake Bite" style levels that were
3 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
6 * fixed bug with scrollbars inside editor when using the Windows mouse
7 enhancement tool "True X-Mouse" (which injects key events to the event
8 queue to insert selected stuff into the Windows clipboard, which gets
9 confused with the "Insert" key for jumping to the last editor cascade
10 block in the element list)
11 * added Rocks'n'Diamonds icon for use as window icon to SDL version
12 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
15 * added selection of preferred fullscreen mode to setup / graphics menu
16 (useful if default mode 800 x 600 does not match screen aspect ratio)
19 * improved down-scaling of images for better level and preview graphics
20 * changed user data directory for Mac OS X from Unix style to new place
23 * improved level number selection in main menu and player selection in
24 setup menu (input devices section) by using standard button gadgets
25 * added support for mouse scroll wheel (caused buggy behaviour before)
26 * added support for scrolling horizontal scrollbars with mouse wheel by
27 holding "Shift" key pressed while scrolling the wheel
28 * added support for single step mouse wheel scrolling by holding "Alt"
29 key pressed while scrolling the wheel (can be combined with "Shift")
30 * changed output file "stderr.txt" on Windows platform now always to be
31 created in the R'n'D sub-directory of the personal documents directory
32 * added Windows message box to direct to "stderr.txt" after error aborts
35 * improved general scrollbar handling (when jump-scrolling scrollbars)
38 * changed scrollbars to always show last line as first after scrolling
39 (that means jumping n - 1 screen lines instead of n screen lines)
42 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
43 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
44 * fixed special handling of vertically stacked acid becoming fake acid
47 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
48 affect multiple instances of the same CE, although this kind of
49 change condition usually only affects one single custom element
52 * version number set to 3.2.1
55 * version 3.2.0 released
58 * reorganized level editor element list a bit to match engines better
61 * fixed newly introduced bug with wrongly initializing clipboard element
64 * fixed bug with displaying visible/invisible level border in editor
67 * reorganized some elements in the level editor element list
70 * fixed bug with displaying any player as "yellow" when moving into acid
71 * fixed bug with displaying running player when player stopped at border
74 * fixed bug with player exploding when moving into acid
75 * fixed bug with level settings being reset in editor and when playing
76 (some compatibility settings being set not only after level loading)
77 * fixed crash bug when number of custom graphic frames was set to zero
78 * fixed bug with teleporting player on walkable tile not working anymore
79 * added partial compatibility support for pre-release-only "CONF" chunk
80 (to make Alan Bond's "color cycle" demo work again :-) )
83 * fixed some bugs when displaying title screens from info screen menu
84 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
87 * changed file major version to 3 to reflect level file format changes
88 * uploaded pre-release (test) version 3.2.0-8 binary and source code
91 * added new chunk "NAME" to level file format for level name settings
92 * added new chunk "NOTE" to level file format for envelope settings
93 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
94 * updated magic(5) file to recognize changed and new level file chunks
95 * removed change events "change when CE value/score changes" as unneeded
98 * changed gravity (which only affects the player) from level property
99 to player property (only makes a difference in multi-player levels)
100 * added change events "change when CE value/score changes"
101 * added change events "change when CE value/score changes of <element>"
104 * added new chunk "INFO" to level file format for global level settings
105 * added all element settings from "HEAD" chunk to "CONF" chunk
106 * added all global level settings from "HEAD" chunk to "INFO" chunk
109 * changed level file format by adding two new chunks "CUSX" (for custom
110 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
111 elements, replacing the previous "GRP1" chunk); these new IFF style
112 chunks use the new and flexible "micro chunks inside chunks" technique
113 already used with the new "CONF" chunk (for normal element properties)
114 which makes it possible to easily extend the existing level format
115 (instead of using fixed-length chunks like before, which are either
116 too big due to reserved bytes for future use, or too small when those
117 reserved bytes have all been used and even more data should be stored,
118 requiring the replacement by new and larger chunks just like it went
119 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
122 * added credits pages to the "credits" section that were really missing
123 * added some missing element descriptions to the level editor
124 * added down position of switchgate switch to the level editor
125 and allowed the use of both switch positions at the same time
126 * changed use of "Insert" and "Delete" keys to navigate element list in
127 level editor to start of previous or next cascading block of elements
130 * added the possibility to view the title screen to the info screen menu
131 * fixed some minor bugs with viewing title screens
134 * fixed bug with title (cross)fading in/out when using fullscreen mode
137 * fixed bug that forced re-defining of menu settings in local graphics
138 config file which are already defined in existing base config file
139 * fixed small bug that caused door sounds playing when music is enabled
142 * added the possibility to define up to five title screens for each
143 level set that are displayed after loading using (cross)fading in/out
144 (this was added to display the various start images of the EMC sets)
147 * added "CE score gets zero [of]" to custom element trigger conditions
148 * added setup option to display element token name in level editor
151 * added compatibility code for Juergen Bonhagen's menu artwork settings
154 * fixed bug with displaying wrong animation frame 0 after CE changes
155 * fixed bug with creating invisible elements when light switch is on
158 * added selection between ECS and AGA graphics for EMC levels to setup
161 * adjusted font handling for various narrow EMC style fonts
164 * changed EM engine behaviour back to re-allow initial rolling springs
167 * fixed handling of over-large selectboxes (less error-prone now)
168 * fixed bug when creating GE with walkable element under the player
171 * added use of "Insert" and "Delete" keys to navigate element list in
172 level editor to start of custom elements or start of group elements
173 * added virtual elements to access CE value and CE score of elements:
174 - "CE value of triggering element"
175 - "CE score of triggering element"
176 - "CE value of current element"
177 - "CE score of current element"
180 * fixed "grass" to "sand" in older EM levels (up to file version V4)
183 * changed behaviour of network games with internal errors (because of
184 different client frame counters) from immediately terminating R'n'D
185 to displaying an error message requester and stopping only the game
186 (also to prevent impression of crashes under non command-line runs)
187 * fixed playing network games with the EMC engine (did not work before)
188 * fixed bug with not scrolling the screen in multi-player mode with the
189 focus on player 1 when all players are moving in different directions
190 * fixed bug with keeping pointer to gadget even after its deallocation
191 * fixed bug with allowing "focus on all players" in network games
192 * fixed bug with player focus when playing tapes from network games
195 * uploaded pre-release (test) version 3.2.0-7 binary and source code
198 * code cleanup for game action control for R'n'D and EMC game engine
201 * fixed bug in multi-player movement with focus on both players
202 * added option to control only the focussed player with all input
205 * added player focus switching to level tape recording and re-playing
208 * fixed some bugs in player focus switching in EMC and RND game engine
211 * added special Supaplex animations for Murphy digging and snapping
212 * added special Supaplex animations for Murphy being bored and sleeping
215 * added four new yam yams with explicit start direction for EMC engine
216 * fixed bug in src/libgame/text.c with printing text outside the window
219 * fixed small bug in EMC level loader (copyright sign in EM II levels)
222 * added delayed ignition of EM style dynamite when used in R'n'D engine
223 * added limited movement range to EMC engine when focus on all players
226 * fixed bug with missing (zero) score values for native Supaplex levels
229 * added "continuous snapping" (snapping many elements while holding the
230 snap key pressed, without releasing the snap key after each element)
231 as a new player setting for more compatibility with the classic games
234 * finished scrolling for "focus on all players" in EMC graphics engine
237 * level sets with "levels: 0" are ignored for levels, but not artwork
238 * fixed bug when scanning empty level group directories (endless loop)
241 * fixed bug with explosion graphic for player using "Murphy" graphic
242 * fixed bug with explosion graphic if player leaves explosion in time
243 * changed some descriptive text in setup menu to use medium-width font
244 * added key shortcut settings for switching player focus to setup menu
247 * fixed bug with random value initialization when recording tapes
248 * fixed bug with playing single player tapes when team mode activated
251 * fixed little bug when trying to switch to player that does not exist
254 * added player switching (visual and quick) to R'n'D and EM game engine
255 * added setup option to select visual or quick in-game player switching
258 * added use of "Home" and "End" keys to handle element list in editor
261 * fixed bug with adding score when playing tape with EMC game engine
262 * added steel wall border for levels using EMC engine without border
263 * finally fixed delayed scrolling in EMC engine also for small levels
266 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
269 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
270 * fixed bug when displaying info element without action, but direction
273 * fixed minor graphical problems with springs smashing and slurping
274 (when using R'n'D style graphics instead of EMC style graphics)
277 * added scroll delay (as configured in setup) to EMC graphics engine
280 * improved screen redraw for EMC graphics engine (faster and smoother)
281 * when not scrolling, do not redraw the whole playfield if not needed
284 * added multi-player mode for EMC game engine (with up to four players)
287 * added android (can clone elements) from EMC engine to R'n'D engine
290 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
293 * added selectbox for initial player speed to player settings in editor
296 * version 3.1.2 created that is basically version 3.1.1, but with a
297 major bug fixed that prevented editing your own private levels
298 * version 3.1.2 released
301 * added magic ball (creates elements) from EMC engine to R'n'D engine
304 * uploaded fixed pre-release version 3.2.0-6 binary and source code
307 * fixed bug when using "CE can leave behind <trigger element>"
308 * added new change condition "(after/when) creation of <element>"
309 * added new change condition "(after/when) digging <element>"
310 * fixed bug accessing invalid gadget that caused crashes under Windows
311 * deactivated new possibility for multiple CE changes per frame
314 * uploaded pre-release (test) version 3.2.0-6 binary and source code
317 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
318 * fixed bug with not keeping CE value for moving CEs with only action
319 * changed CE action selectboxes in editor to be only reset when needed
322 * added option "use artwork from element" for custom player artwork
323 * added option "use explosion from element" for player explosions
326 * added cascaded element lists in the level editor
327 * added persistence for cascaded element lists by "editorcascade.conf"
328 * added dynamic element list with all elements used in current level
329 * added possibility for multiple CE changes per frame (experimental)
332 * uploaded pre-release (test) version 3.2.0-5 binary and source code
335 * changed "score for each 10 seconds/steps left" to "1 second/step"
336 * added own score for collecting "extra time" instead of sharing it
337 * added change events "switched by player" and "player switches <e>"
338 * added change events "snapped by player" and "player snaps <e>"
339 * added "set player artwork: <element choice>" to CE action options
340 * added change event "move of <element>"
343 * added "set player shield: off / normal / deadly" to CE action options
344 * added new player option "use level start element" in level editor
345 to set the correct focus at level start to elements from which the
346 player is created later (this did not work before for cascaded CE
347 changes resulting in creation of the player; it is now also possible
348 to create the player from a yam yam which is smashed at level start)
351 * added "set player speed: frozen (not moving)" to CE action options
352 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
355 * added new player option "block snap field" (enabled by default) to
356 make it possible to show a snapping animation like in Emerald Mine
359 * added dynamic selectboxes to custom element action settings in editor
360 * added "CE value" counter for custom elements (instead of "CE count")
361 * added option to use the last "CE value" after custom element change
362 * added option to use the "CE value" of other elements in CE actions
363 * fixed odd behaviour when pressing time orb in levels w/o time limit
364 * added checkbox "use time orb bug" for older levels that use this bug
367 * added missing configuration settings for the following elements:
368 - EL_TIMEGATE_SWITCH (time of open time gate)
369 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
370 - EL_SHIELD_NORMAL (time of shield duration)
371 - EL_SHIELD_DEADLY (time of shield duration)
372 - EL_EXTRA_TIME (time added to level time)
373 - EL_TIME_ORB_FULL (time added to level time)
376 * added "wind direction" as a movement pattern for custom elements
377 * added initial wind direction for balloon / custom elements to editor
378 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
381 * added parameters for "game of life" and "biomaze" elements to editor
384 * added level file chunk "CONF" for generic level and element settings
387 * uploaded pre-release (test) version 3.2.0-4 binary and source code
390 * skip empty level sets (with "levels: 0"; may be artwork base sets)
391 * added sound action ".page[1]" to ".page[32]" for each CE change page
394 * added image config suffix ".clone_from" to copy whole image settings
395 * fixed bug with invalid ("undefined") CE settings in old level files
398 * fixed graphical bug with smashing elements falling faster than player
401 * fixed major bug which prevented private levels from being edited
402 * fixed bug with precedence of general and special font definitions
405 * fixed graphical bug with player animation when player moves slowly
408 * uploaded pre-release (test) version 3.2.0-3 binary and source code
411 * fixed bug which prevented "global.num_toons: 0" from working
414 * major code cleanup (removed all these annoying "#if 0" blocks)
417 * added custom element actions for CE change page in level editor
420 * fixed music initialization bug in init.c (thanks to David Binderman)
421 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
422 (this bug must probably be fixed at other places, too)
425 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
426 (should be '#include <SDL.h>' instead)
429 * fixed bug which prevented "walkable from no direction" from working
430 (due to compatibility code overwriting this setting after loading)
433 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
436 * version number temporarily set to 3.1.1 (intermediate bugfix release)
437 * version 3.1.1 released
440 * changed some va_arg() arguments from 'long' to 'int', fixing problems
441 on 64-bit architecture systems with LP64 data model
444 * fixed bug with bombs not exploding when hitting the last level line
445 (introduced after the release of 3.1.0)
448 * added support for dumping small-sized level sketches from editor
451 * added recognition of "trigger element" for "change digged element to"
452 (this is not really what the "trigger element" was made for, but its
453 use may seem obvious for leaving back digged elements unchanged)
456 * fixed multiple warnings about failed joystick device initialization
459 * fixed bug with dynamite dropped on top of just dropped custom element
460 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
461 dynamite can still be dropped, but drop key must be released before
464 * fixed bug with wrong start directory when started from file browser
465 (due to this bug, R'n'D could not be started from KDE's Konqueror)
468 * fixed bug causing "change when impact" on player not working
469 * fixed wrong priority of "hitting something" over "hitting <element>"
470 * fixed wrong priority of "hit by something" over "hit by <element>"
473 * fixed graphical bug which caused the player (being Murphy) to show
474 collecting animations although the element was collected by penguin
477 * fixed two bugs causing wrong door background graphics in system.c
478 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
481 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
482 * added "no direction" to "walkable/passable from" selectbox options
485 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
486 * in tape autoplay, not only report broken, but also missing tapes
489 * uploaded pre-release (test) version 3.2.0-2 binary and source code
492 * fixed small bug with "linear" animation not working for active lamp
495 * fixed bug with moving up despite gravity due to "block last field"
496 * fixed small bug with wrong draw offset when typing name in main menu
497 * when reading user names from "passwd", ignore data after first comma
498 * when creating new "levelinfo.conf", only write some selected entries
501 * fixed displaying "imported from/by" on preview with empty string
502 * fixed ignoring draw offset for fonts used for level preview texts
505 * fixed a delay problem with SDL and too many mouse motion events
506 * added setup option "skip levels" and level skipping functionality
509 * added move speed "not moving" for non-moving CEs, but with direction
512 * fixed mapping of obsolete element token names in "editorsetup.conf"
513 * fixed bug with sound "acid.splashing" treated as a loop sound
514 * fixed some little sound bugs in native EM engine
517 * fixed small bug when dragging scrollbars to end positions
520 * added editor element descriptions written by Aaron Davidson
523 * improved fallback handling when configured artwork is not available
524 (now using default artwork instead of exiting when files not found)
527 * fixed bug on level selection screen when dragging scrollbar
530 * fixed bug which caused broken tapes when appending to EM engine tapes
533 * uploaded pre-release (test) version 3.2.0-1 binary and source code
536 * added code to replace changed artwork config tokens with other tokens
537 (needed for backwards compatibility, so that older tokens still work)
540 * added native R'n'D graphics for some new EMC elements in EM engine
543 * fixed some bugs in the EM engine integration code
544 * changed EM engine code to allow diagonal movement
545 * changed EM engine code to allow use of separate snap and drop keys
548 * fixed some redraw bugs when using EM engine
551 * fixed bug with not converting RND levels which are set to use native
552 engine to native level structure when loading
555 * uploaded pre-release (test) version 3.2.0-0 binary and source code
558 * version number set to 3.2.0
561 * level data now reset to defaults after attempt to load invalid file
564 * added use of "editorsetup.conf" for different level sets
567 * added auto-detection for various types of Emerald Mine level files
570 * fixed bug with scrollbars getting too small when list is very large
573 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
576 * added most level editor configuration gadgets for new EMC elements
579 * added more element and graphic definitions for new EMC elements
582 * modified native EM engine to use integrated R'n'D sound system
585 * added SDL support to graphics functions in native EM engine
586 (by always using generic libgame interface functions)
589 * fixed bug in frame synchronization in native EM engine
592 * added code to convert levels between R'n'D and native EM engine
595 * new Emerald Mine engine can now play levels selected in main menu
598 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
599 (which creates scaled down graphics for level editor and preview);
600 there's still a memory leak somewhere in the artwork handling code
601 * added "scale image up" functionality to X11 version of zoom function
604 * first attempts to integrate new, native Emerald Mine Club engine
607 * fixed bug in gadget code which caused reset of CEs in level editor
608 (example: pressing 'b' [grab brush] on CE config page erased values)
609 (solution: check if gadgets in ClickOnGadget() are really mapped)
610 * improved level change detection in editor (settings now also checked)
611 * fixed bug with "can move into acid" and "don't collide with" state
614 * fixed maze runner style CEs to use the configured move delay value
617 * added Aaron Davidson's tutorial level set to the "Tutorials" section
620 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
621 * fixed the above fix because it broke level set "machine" (*sigh*)
622 * fixed random element placement in level editor to work as expected
623 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
626 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
629 * fixed bug (missing array boundary check) which caused broken tapes
630 * fixed bug (when loading level template) which caused broken levels
631 * fixed bug with new block last field code when using non-yellow player
634 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
635 * internal change of how the player blocks the last field when moving
636 * fixed blocking delay of last field for EM and SP style block delay
637 * fixed bug where the player had to wait for the usual move delay after
638 unsuccessfully trying to move, when he directly could move after that
639 * the last two changes should make original Supaplex level 93 solvable
640 * improved use of random number generator to make it less predictable
641 * fixed behaviour of slippery SP elements to let slip left, then right
644 * fixed bug with wrong door state after trying to quickload empty tape
645 * fixed waste of static memory usage of the binary, making it smaller
646 * fixed very little graphical bug in Supaplex explosion
649 * version number set to 3.1.1
652 * version 3.1.0 released
655 * fixed bug with crash when writing user levelinfo.conf the first time
658 * added option "convert LEVELDIR [NR]" to command line batch commands
659 * re-converted Supaplex levels to apply latest engine fixes
660 * changed "use graphic/sound of element" to "use graphic of element"
661 due to compatibility problems with some levels ("bug machine" etc.)
664 * fixed bug with CE change replacing player with same or other player
667 * fixed bug with opaque font in envelope with background graphic when
668 background graphic is not transparent itself
671 * added "gravity on" and "gravity off" ports for Supaplex compatibility
672 * corrected original Supaplex level loading code to use these new ports
673 * also corrected Supaplex loader to auto-count infotrons if set to zero
676 * fixed bug with missing initialization of "modified" flag for GEs
679 * fixed bug that caused endless recursion loop when relocating player
680 * fixed tape recorder bug in "step mode" when using "pause before end"
681 * fixed tape recorder bug when changing from "warp forward" mode
684 * fixed bug with "when touching" for pushed elements at last position
687 * fixed bug that caused two activated toolbox buttons in level editor
688 * fixed bug with exploding dynabomb under player due to other explosion
691 * fixed bug with creating walkable custom element under player (again)
692 * fixed bug with not copying explosion type when copying CEs in editor
693 * fixed graphical bug when drawing player in setup menu (input devices)
694 * fixed graphical bug when the player is pushing an accessible element
695 * fixed bug with classic switchable elements triggering CE changes
696 * fixed bug with entering/leaving walkable element in RelocatePlayer()
697 * fixed crash bug when CE leaves behind the trigger player element
700 * fixed bug with broken tubes after placing/exploding dynamite in them
701 * fixed bug with exploding dynamite under player due to other explosion
702 * fixed bug with not resetting push delay under certain circumstances
705 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
706 * added network multiplayer code for Windows (thanks to Niko Böhm)
709 * added option "reachable despite gravity" for gravity movement
710 * changed gravity movement of most classic walkable and passable
711 elements back to "not reachable" (for compatibility reasons)
714 * fixed (removed) "indestructible" / "can explode" dependency in editor
715 * fixed (removed) "accessible inside" / "protected" dependency
716 * fixed (removed) "step mode" / "shield time" dependency
719 * fixed dynabombs exploding now into anything diggable
720 * fixed Supaplex style gravity movement into buggy base now impossible
721 * added pressing key "space" as valid action to select menu options
724 * added "replace when walkable" to relocate player to walkable element
725 * added "enter"/"leave" event for elements affected by relocation
726 * fixed "direct"/"indirect" change order also for "when change" event
727 * fixed graphical bug when pushing things from elements walkable inside
730 * fixed graphic bug when player is snapping while moving in old levels
731 * fixed bug when a moving custom element leaves a player element behind
732 * fixed bug with mole not disappearing when moving into acid pool
733 * fixed bug with incomplete path setting when using "--basepath" option
734 * moving CE can now leave walkable elements behind under the player
735 * when relocating, player can be set on walkable element now
736 * fixed another gravity movement bug
739 * uploaded pre-release (test) version 3.1.0-2 binary and source code
742 * added "collectible" and "removable" to extended replacement types
743 (where "removable" replaces "diggable" and "collectible" elements)
744 * added "collectible & throwable" (to throw element to the next field)
745 * fixed bug with CEs digging elements that are just about to explode
746 * changed mouse cursor now always being visible when game is paused
749 * added possibility to push/press accessible elements from a side that
751 * fixed bug with not setting actual date when appending to tape
754 * fixed bug with incorrectly initialized custom element editor graphics
757 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
758 - number of levels corrected from 18 to 17 in "levelinfo.conf"
761 * fixed bug with destroyed robot wheel still attracting robots forever
762 * fixed bug with time gate switch deactivating after robot wheel time
763 (while the time gate itself is not affected by this misbehaviour)
764 * changed behaviour of BD style amoeba to always get blocked by player
765 (before it was different when there were non-BD elements in level)
766 * fixed bug with player destroying indestructable elements with shield
769 * added option to make growing elements grow into anything diggable
770 (for the various amoeba types, biomaze and "game of life")
773 * fixed bug with movable elements not moving after left behind by CEs
774 * changed gravity movement to anything diggable, not only sand/base
775 * optionally allowing passing to walkable element, not only empty space
776 * added option "can pass to walkable element" for players
777 * finally fixed gravity movement (hopefully)
780 * fixed bug with movable elements not moving anymore after falling down
783 * fixed another bug with custom elements digging and leaving elements
784 * fixed bug with "along left/right side" and automatic start direction
785 * trigger elements now also displayed when "more custom" deactivated
786 * fixed bug with clipboard element initialized when loading new level
787 * added option "drop delay" to set delay before dropping next element
790 * uploaded pre-release (test) version 3.1.0-1 binary and source code
793 * added copy and paste functions for custom change pages
794 * enhanced graphical display and functionality of tape recorder
795 * fixed bug with custom elements digging and leaving elements
798 * added move speed faster than "very fast" for custom elements
799 * fixed bug with 3+3 style explosions and missing border content
800 * fixed little bug when copying custom elements in the editor
801 * enhanced custom element changes by more side trigger actions
804 * added option "no scrolling when relocating" for instant teleporting
805 * uploaded pre-release (test) version 3.1.0-0 binary and source code
808 * added trigger element and trigger player to use as target elements
809 * added copy and paste functions for custom and group elements
812 * fixed graphical bug when displaying explosion animations
813 * fixed bug when appending to tapes, resulting in broken tapes
814 * re-recorded a few tapes broken by fixing gravity checking bug
817 * "can move into acid" property now for all elements independently
818 * "can fall into acid" property for player stored in same bitfield now
819 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
820 * version number set to 3.1.0 (finally!)
823 * changed tape recording to only record input, not programmed actions
826 * fixed totally broken (every 8th frame skipped) step-by-step recording
827 * fixed bug with requester not displayed when quick-loading interrupted
828 * added option "can fall into acid (with gravity)" for players
829 * fixed bug with player not falling when snapping down with gravity
832 * fixed bug which messed up key config when using keypad number keys
835 * fixed bug which allowed moving upwards even when gravity was active
836 * fixed bug with missing error handling when dumping levels or tapes
839 * added different colored editor graphics for Supaplex gravity tubes
842 * fixed bug that allowed solvable tapes for unsolvable levels
845 * use unlimited number of droppable elements when "count" set to zero
846 * added option to use step limit instead of time limit for level
849 * added player and change page as trigger for custom element change
852 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
855 * fixed bug with dark yamyam changing to acid when moving over acid
856 * fixed handling of levels with more than 999 seconds level time
857 (example: level 76 of "Denmine")
860 * "spring push bug" reintroduced as configurable element property
861 * fixed bug with missing properties for "mole"
862 * fixed bug that showed up when fixing the above "mole" properties bug
863 * added option "can move into acid" for all movable elements
864 * fixed graphical bug for elements moving into acid
865 * changed event handling to handle all pending events before going on
868 * fixed bug which caused all CE change pages to be ignored which had
869 the same change event, but used a different element side
870 (reported by Simon Forsberg)
872 * fixed bug which caused elements that can move and fall and that are
873 transported by a conveyor belt to continue moving into that direction
874 after leaving the conveyor belt, regardless of their own movement
875 type; only elements which can not move are transported now
876 (reported by Simon Forsberg)
878 * fixed bug which could cause an array overflow in RelocatePlayer()
879 (reported by Niko Böhm)
881 * changed Emerald Mine style "passable / over" elements to "protected"
882 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
884 * added new option to select from which side a "walkable/passable"
885 element can be entered
888 * added explosion and ignition delay for elements that can explode
891 * fixed bug which caused player not being protected against enemies
892 when a CE was "walkable / inside" and was not "indestructible"
893 * added "walkable/passable" fields to be "protected/unprotected"
894 against enemies, even if not accessible "inside" but "over/under"
897 * corrected move pattern to 32 bit and initial move direction to 8 bit
900 * added second custom element base configuration page
903 * added some special EMC mappings to Emerald Mine level loader
904 (also covering previously unknown element in level 0 of "Bondmine 8")
907 * added option to block last field when player is moving (for Supaplex)
908 * adjusted push delay of Supaplex elements
909 * removed delays for envelopes etc. when replaying with maximum speed
910 * fixed bug when dropping element on a field that just changed to empty
913 * fixed bug: infotrons can now smash yellow disks
914 * fixed bug: when gravity active, port above player can now be entered
915 * removed "one white dot" mouse pointer which irritated some people
918 * added "choice type" for group element selection
921 * fixed bug with initial invulnerability of non-yellow player
924 * added level loader for loading native Supaplex packed levels
925 (including multi-part levels like the "splvls99" levels)
928 * fixed bug which allowed creating emeralds by escaping explosions
931 * custom elements can change (limited) or leave (unlimited) elements
932 * finally added multiple matches using group elements
933 * added shortcut to dump brush (type ":DB" in editor) for use in forum
936 * added new start movement type "previous" for continued CE movement
937 * added new start movement type "random" for random CE movement start
940 * added new element "sokoban_field_player" needed for Sokoban levels
941 (thanks to Ed Booker for pointing this out!)
944 * added elements that can be digged or left behind by custom elements
947 * added group elements for multiple matches and random element creation
950 * fixed some graphical errors displayed in old levels
953 * fixed wrong double speed movement after passing closing gates
956 * added level loader for loading native Emerald Mine levels
959 * changes for "shooting" style CE movement
962 * Happy New Year! ;-)
965 * changed default snap/drop keys from left/right Shift to Control keys
968 * fixed bug with dead player getting reanimated from custom element
971 * fixed bug with wrong penguin graphics (when entering exit)
974 * fixed bug with wrong "Murphy" graphics (when digging etc.)
977 * version number set to 3.0.9
980 * version 3.0.8 released
983 * added function checked_free()
986 * fixed bug with double nut cracking sound
987 (by eliminating "default element action sound" assignment in init.c)
990 * fixed crash when no music info files are available
993 * fixed boring and sleeping sounds
996 * added "maze runner" and "maze hunter" movement types
997 * added extended collision conditions for custom elements
1000 * added warnings for undefined token values in artwork config files
1003 * added menu entry for level set information to the info screen
1006 * fixed bug with wrong default impact sound for colored emeralds
1009 * added several sub-screens for the info screen
1010 * menu text now also clickable (not only blue/red sphere left of it)
1013 * added configurable "bored" and "sleeping" animations for the player
1014 * added "awakening" sound for player when waking up after sleeping
1017 * added "copy" and "exchange" functions for custom elements to editor
1020 * added configurable element animations for info screen
1023 * added configurable music credits for info screen
1026 * finally fixed tape recording when player is created from CE change
1029 * added "editorsetup.conf" for editor element list configuration
1032 * added "musicinfo.conf" for menu and level music configuration
1035 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1036 (that only showed up on Linux, but not on Windows systems)
1039 * fixed turning movement of butterflies and fireflies (no frame reset)
1040 * enhanced sniksnak turning movement (two steps instead of only one)
1043 * version number set to 3.0.8
1046 * version 3.0.7 released
1049 * fixed reset of player animation frame when, for example,
1050 walking, digging or collecting share the same animation
1051 * fixed CE with "deadly when touching" exploding when touching amoeba
1054 * fixed tape recording when player is created from CE element change
1057 * introduced "turning..." action graphic for elements with move delay
1058 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1059 * added turning animations for bug, spaceship and sniksnak
1062 * prevent "extended" changed elements from delay change in same frame
1065 * fixed bug when pushing element that can move away to the side
1066 (like pushing falling elements, but now with moving elements)
1069 * finally fixed serious bug in code for delayed element pushing (again)
1072 * unavailable setup options now marked as "n/a" instead of "off"
1073 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1074 to "true", levels are always played with the latest game engine,
1075 which is desired for levels that are imported from other games; all
1076 other levels are played with the engine version stored in level file
1077 (which is normally the engine version the level was created with)
1080 * fixed serious bug in code for delayed element pushing
1081 * fixed little bug in animation frame selection for pushed elements
1082 * speed-up of reading config file for verbose output
1085 * added configuration option for opening and closing Supaplex exit
1086 * added configuration option for moving up/down animation for Murphy
1087 * fixed incorrectly displayed animation for attacking dragon
1088 * fixed bug with not setting initial gravity for each new game
1089 * fixed bug with teleportation of player by custom element change
1090 * fixed bug with player not getting smashed by rock sometimes
1093 * version number set to 3.0.7
1096 * version 3.0.6 released
1099 * added support for MP3 music for SDL version through SMPEG library
1102 * fixed bug when initializing font graphic structure
1103 * fixed bug with animation mode "pingpong" when using only 1 frame
1104 * fixed bug with extended change target introduced in 3.0.5
1105 * fixed bug where passing over moving element doubles player speed
1106 * fixed bug with elements continuing to move into push direction
1107 * fixed bug with duplicated player when dropping bomb with shield on
1108 * added "switching" event for custom elements ("pressing" only once)
1109 * fixed switching bug (resetting flag when not switching but not idle)
1112 * fixed element tokens for certain file elements with ".active" etc.
1115 * version number set to 3.0.6
1118 * version 3.0.5 released
1121 * now four envelope elements available
1122 * font, background, animation and sound for envelope now configurable
1123 * main menu doors opening/closing animation type now configurable
1126 * active/inactive sides configurable for custom element changes
1127 * new movement type "move when pushed" available for custom elements
1130 * fixed bug in multiple config pages loader code that caused crashes
1133 * enhanced (remaining low-resolution) Supaplex graphics
1136 * version number set to 3.0.5
1139 * version 3.0.4 released
1141 2003-09-12 src/tools.c
1142 * fixed bug in custom definition of crumbled element graphics
1144 2003-09-11 src/files.c
1145 * fixed bug in multiple config pages code that caused crashes
1148 * version number set to 3.0.4
1151 * version 3.0.3 released
1154 * added music to Supaplex classic level set
1156 2003-09-07 src/libgame/misc.c
1157 * added support for loading various music formats through SDL_mixer
1159 2003-09-06 (various source files)
1160 * fixed several nasty bugs that may have caused crashes on some systems
1161 * added envelope content which gets displayed when collecting envelope
1162 * added multiple change event pages for custom elements
1164 2003-08-24 src/game.c
1165 * fixed problem with player animation when snapping and moving
1167 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1168 * fixed problem with flickering when drawing toon animations
1170 2003-08-23 src/libgame/sdl.c
1171 * fixed problem with setting mouse cursor in SDL version in fullscreen
1173 2003-08-23 src/game.c
1174 * fixed bug (missing array boundary check) which could crash the game
1177 * version number set to 3.0.3
1180 * version 3.0.2 released
1182 2003-08-21 src/game.c
1183 * fixed bug with creating inaccessible elements at player position
1185 2003-08-20 src/init.c
1186 * fixed bug with not finding current level artwork directory
1188 2003-08-20 src/files.c
1189 * fixed bug with choosing wrong engine version when playing tapes
1190 * fixed bug with messing up custom element properties in 3.0.0 levels
1193 * version number set to 3.0.2
1196 * version 3.0.1 released
1198 2003-08-17 (no source files affected)
1199 * changed all "classic" PCX image files with 16 colors or less to
1200 256 color (8 bit) storage format, because the Allegro game library
1201 cannot handle PCX files with less than 256 colors (contributed
1202 graphics are not affected and might look wrong in the DOS version)
1204 2003-08-16 src/init.c
1205 * fixed bug which (for example) crashed the level editor when defining
1206 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1207 (only set to default) -- invalid graphics now set to default graphic
1209 2003-08-16 src/init.c
1210 * fixed graphical bug of player digging/collecting/snapping element
1211 when no corresponding graphic/animation is defined for this action,
1212 resulting in player being drawn as EL_EMPTY (which should only be
1213 done to elements being collected, but not to the player)
1215 2003-08-16 src/game.c
1216 * fixed small graphical bug of player not totally moving into exit
1218 2003-08-16 src/libgame/setup.c
1219 * fixed bug with wrong MS-DOS 8.3 filename conversion
1221 2003-08-16 src/tools.c
1222 * fixed bug with invisible mouse cursor when pressing ESC while playing
1224 2003-08-16 (various source files)
1225 * added another 128 custom elements (disabled in editor by default)
1227 2003-08-16 src/editor.c
1228 * fixed NULL string bug causing Solaris to crash in sprintf()
1230 2003-08-16 src/screen.c
1231 * fixed drawing over scrollbar on level selection with custom fonts
1233 2003-08-15 src/game.c
1234 * cleanup of simple sounds / loop sounds / music settings
1236 2003-08-08 (various source files)
1237 * added custom element property for dropping collected elements
1239 2003-08-08 src/conf_gfx.c
1240 * fixed bug with missing graphic for active red disk bomb
1242 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1243 * extended variable "level.gravity" to "level.initial_gravity" and
1244 "game.current_gravity" to prevent level setting from being changed
1245 by playing the level (keeping the runtime value after playing)
1247 * fixed graphics bug when digging element that has 'crumbled' graphic
1248 definition, but not 'diggable' graphic definition
1251 * version number set to 3.0.1
1254 * version 3.0.0 released
1257 * various bug fixes; among others:
1258 - fixed bug with pushing spring over empty space
1259 - fixed bug with leaving tube while placing dynamite
1260 - fixed bug with explosion of smashed penguins
1261 - allow Murphy player graphic in levels with non-Supaplex elements
1265 * I have forgotten to document changes for some time
1268 * pre-release version 2.2.0rc1 released
1271 * version number set to 2.1.2
1274 * version 2.1.1 released
1277 * version number set to 2.1.1
1280 * version 2.1.0 released
1283 * version number set to 2.1.0
1285 2002-04-03 to 2002-05-19 (various source files)
1286 * graphics, sounds and music now fully configurable
1287 * bug fixed that prevented walking through tubes when gravity on
1289 2002-04-02 src/events.c, src/editor.c
1290 * Make Escape key less aggressive when playing or when editing level.
1291 This can be configured as an option in the setup menu. (Default is
1292 "less aggressive" which means "ask user if something can be lost"
1293 when pressing the Escape key.)
1295 2002-04-02 src/screen.c
1296 * Added "graphics setup" screen.
1298 2002-04-01 src/screen.c
1299 * Changed "choose level" setup screen stuff to be more generic (to
1300 make it easier to add more "choose from generic tree" setup screens).
1302 2002-04-01 src/config.c, src/timestamp.h
1303 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1304 automatically gets created by "src/Makefile" and contains an actual
1305 compile-time timestamp to identify development versions of the game).
1307 2002-03-31 src/tape.c, src/events.c
1308 * Added quick game/tape save/load functions to tape stuff which can be
1309 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1310 loads previously recorded tape and directly goes into recording mode
1311 from the end of the tape (therefore appending to the tape).
1313 2002-03-31 src/tape.c
1314 * Added "index mark" function to tape recorder. When playing or
1315 recording, "eject" button changes to "index" button. Setting index
1316 mark is not yet implemented, but pressing index button when playing
1317 allows very quick advancing to end of tape (when normal playing),
1318 very fast forward mode (when playing with normal fast forward) or
1319 very fast reaching of "pause before end of tape" (when playing with
1320 "pause before end" playing mode).
1322 2002-03-30 src/cartoons.c
1323 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1325 2002-03-29 src/screen.c
1326 * Changed setup screen stuff to be more generic (to make it easier
1327 to add more setup screens).
1329 2002-03-23 src/main.c, src/main.h
1330 * Various changes due to the introduction of the new libgame files
1331 "setup.c" and "joystick.c".
1333 2002-03-23 src/files.c
1334 * Generic parts of "src/files.c" (mainly setup and level directory
1335 stuff) moved to new libgame file "src/libgame/setup.c".
1337 2002-03-23 src/joystick.c
1338 * File "src/joystick.c" moved to libgame source tree, with
1339 correspondig changes.
1341 2002-03-22 src/screens.c
1342 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1343 (Wrong level series information displayed when entering main group.)
1345 2002-03-22 src/editor.c
1346 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1348 2002-03-22 src/editor.c
1349 * Changed behaviour of "Escape" key in level editor to be more
1350 intuitive: When in "Element Properties" or "Level Info" mode,
1351 return to "Drawing Mode" instead of leaving the level editor.
1353 2002-03-21 src/game.c, src/editor.c, src/files.c
1354 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1355 gems (emeralds, diamonds, ...) slipping down from normal wall,
1356 steel wall and growing wall (as in E.M.C. style levels). Although
1357 the behaviour of contributed and private levels wasn't changed (due
1358 to the use of "level.game_version"; see previous entry), editing
1359 those levels will (of course) change the behaviour accordingly.
1361 This change seems a bit too hard after thinking about it, because
1362 the EM style behaviour is not the "expected" behaviour (gems would
1363 normally only slip down from "rounded" walls). Therefore this was
1364 now changed to an element property for gem style elements, with the
1365 default setting "off" (which means: no special EM style behaviour).
1366 To fix older converted levels, this flag is set to "on" for pre-2.0
1367 levels that are neither contributed nor private levels.
1369 2002-03-20 src/files.h
1370 * Corrected settings for "level.game_version" depending of level type.
1371 (Contributed and private levels always get played with game engine
1372 version they were created with, while converted levels always get
1373 played with the most recent version of the game engine, to let new
1374 corrections of the emulation behaviour take effect.)
1376 2002-03-20 src/main.h
1377 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1378 compiling the SDL version on some systems.
1379 Thanks to the several people who pointed this out.
1382 * Version number set to 2.0.2.
1385 * Version 2.0.1 released.
1387 2002-03-18 src/screens.c
1388 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1390 2002-03-18 src/files.c [src/libgame/misc.c]
1391 * Moved some common functions from src/files.c to src/libgame/misc.c.
1393 2002-03-18 src/files.c [src/libgame/misc.c]
1394 * Changed permissions for new directories and saved files (especially
1395 score files) according to suggestions of Debian users and mantainers.
1396 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1398 2002-03-17 src/files.c
1399 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1400 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1401 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1402 for levels and "TAPE" for tapes). Old "cookie" style format is
1403 still supported for reading. New level and tape files are written
1406 * New IFF chunk "VERS" contains version numbers for file and game
1407 (where "game version" is the version of the program that wrote the
1408 file, and "file version" is a version number to distinguish files
1409 with different format, for example after adding new features).
1411 2002-03-15 src/screen.c
1412 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1413 (Before, you heard a mixture of the in-game music and the
1414 hall-of-fame music.)
1416 2002-03-14 src/events.c
1417 * Function "DumpTape()" (files.c) now available by pressing 't' from
1418 main menu (when in DEBUG mode).
1420 2002-03-14 src/game.c
1421 * "GameWon()": When game was won playing a tape, now there is no delay
1422 raising the score and no corresponding sound is played.
1424 2002-03-14 src/files.c
1425 * Changed "LoadTape()" for real chunk support and also adjusted
1426 "SaveTape()" accordingly.
1428 2002-03-14 src/game.c, src/tape.c, src/files.c
1429 * Important changes to tape format: The old tape format stored all
1430 actions with a real effect with a corresponding delay between the
1431 stored actions. This had some major disadvantages (for example,
1432 push delays had to be ignored, pressing a button for some seconds
1433 mutated to several single button presses because of the non-action
1434 delays between two action frames etc.). The new tape format just
1435 stupidly records all device actions and replays them later. I really
1436 don't know why I haven't solved it that way before?! Old-style tapes
1437 (with tape file version less than 2.0) get converted to the new
1438 format on-the-fly when loading and can therefore still be played;
1439 only some minor parts of the old-style tape handling code was needed.
1440 (A perfect conversion is not possible, because there is information
1441 missing about the device actions between two action frames.)
1443 2002-03-14 src/files.c
1444 * New function "DumpTape()" to dump the contents of the current tape
1445 in a human readable format.
1447 2002-03-14 src/game.c
1448 * Small tape bug fixed: When automatically advancing to next level
1449 after a game was won, the tape from the previous level still was
1450 loaded as a tape for the new level.
1452 2002-03-14 src/tape.c
1453 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1454 tape, cartoons did not get completely removed because
1455 StopAnimation() was not called.
1457 2002-03-13 src/files.c
1458 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1459 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1460 size even when using 16-bit elements). Added new chunk "CNT2" for
1461 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1462 chunk even when content was 16-bit element). "CNT2" should now be
1463 able to store content for arbitrary elements (up to eight blocks of
1464 3 x 3 element arrays). All "CNT2" elements will always be stored as
1465 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1467 2002-03-13 src/files.c
1468 * Changed "LoadLevel()" for real chunk support.
1470 2002-03-12 src/game.c
1471 * Fixed problem (introduced after 2.0.0 release) with penguins
1472 not getting killed by enemies
1474 2002-02-24 src/game.c, src/main.h
1475 * Added "player->is_moving"; now "player->last_move_dir" does
1476 not contain any information if the player is just moving at
1478 Before, "player->last_move_dir" was misused for this purpose
1479 for the robot stuff (robots don't kill players when they are
1480 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1481 broke tapes when walking through pipes!
1482 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1483 in a continuous movement. This fact is ignored for friends and