2 * fixed crash bug when number of custom graphic frames was set to zero
5 * fixed some bugs when displaying title screens from info screen menu
8 * changed file major version to 3 to reflect level file format changes
9 * uploaded pre-release (test) version 3.2.0-8 binary and source code
12 * added new chunk "NAME" to level file format for level name settings
13 * added new chunk "NOTE" to level file format for envelope settings
14 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
15 * updated magic(5) file to recognize changed and new level file chunks
16 * removed change events "change when CE value/score changes" as unneeded
19 * changed gravity (which only affects the player) from level property
20 to player property (only makes a difference in multi-player levels)
21 * added change events "change when CE value/score changes"
22 * added change events "change when CE value/score changes of <element>"
25 * added new chunk "INFO" to level file format for global level settings
26 * added all element settings from "HEAD" chunk to "CONF" chunk
27 * added all global level settings from "HEAD" chunk to "INFO" chunk
30 * changed level file format by adding two new chunks "CUSX" (for custom
31 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
32 elements, replacing the previous "GRP1" chunk); these new IFF style
33 chunks use the new and flexible "micro chunks inside chunks" technique
34 already used with the new "CONF" chunk (for normal element properties)
35 which makes it possible to easily extend the existing level format
36 (instead of using fixed-length chunks like before, which are either
37 too big due to reserved bytes for future use, or too small when those
38 reserved bytes have all been used and even more data should be stored,
39 requiring the replacement by new and larger chunks just like it went
40 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
43 * added credits pages to the "credits" section that were really missing
44 * added some missing element descriptions to the level editor
45 * added down position of switchgate switch to the level editor
46 and allowed the use of both switch positions at the same time
47 * changed use of "Insert" and "Delete" keys to navigate element list in
48 level editor to start of previous or next cascading block of elements
51 * added the possibility to view the title screen to the info screen menu
52 * fixed some minor bugs with viewing title screens
55 * fixed bug with title (cross)fading in/out when using fullscreen mode
58 * fixed bug that forced re-defining of menu settings in local graphics
59 config file which are already defined in existing base config file
60 * fixed small bug that caused door sounds playing when music is enabled
63 * added the possibility to define up to five title screens for each
64 level set that are displayed after loading using (cross)fading in/out
65 (this was added to display the various start images of the EMC sets)
68 * added "CE score gets zero [of]" to custom element trigger conditions
69 * added setup option to display element token name in level editor
72 * added compatibility code for Juergen Bonhagen's menu artwork settings
75 * fixed bug with displaying wrong animation frame 0 after CE changes
76 * fixed bug with creating invisible elements when light switch is on
79 * added selection between ECS and AGA graphics for EMC levels to setup
82 * adjusted font handling for various narrow EMC style fonts
85 * changed EM engine behaviour back to re-allow initial rolling springs
88 * fixed handling of over-large selectboxes (less error-prone now)
89 * fixed bug when creating GE with walkable element under the player
92 * added use of "Insert" and "Delete" keys to navigate element list in
93 level editor to start of custom elements or start of group elements
94 * added virtual elements to access CE value and CE score of elements:
95 - "CE value of triggering element"
96 - "CE score of triggering element"
97 - "CE value of current element"
98 - "CE score of current element"
101 * fixed "grass" to "sand" in older EM levels (up to file version V4)
104 * changed behaviour of network games with internal errors (because of
105 different client frame counters) from immediately terminating R'n'D
106 to displaying an error message requester and stopping only the game
107 (also to prevent impression of crashes under non command-line runs)
108 * fixed playing network games with the EMC engine (did not work before)
109 * fixed bug with not scrolling the screen in multi-player mode with the
110 focus on player 1 when all players are moving in different directions
111 * fixed bug with keeping pointer to gadget even after its deallocation
112 * fixed bug with allowing "focus on all players" in network games
113 * fixed bug with player focus when playing tapes from network games
116 * uploaded pre-release (test) version 3.2.0-7 binary and source code
119 * code cleanup for game action control for R'n'D and EMC game engine
122 * fixed bug in multi-player movement with focus on both players
123 * added option to control only the focussed player with all input
126 * added player focus switching to level tape recording and re-playing
129 * fixed some bugs in player focus switching in EMC and RND game engine
132 * added special Supaplex animations for Murphy digging and snapping
133 * added special Supaplex animations for Murphy being bored and sleeping
136 * added four new yam yams with explicit start direction for EMC engine
137 * fixed bug in src/libgame/text.c with printing text outside the window
140 * fixed small bug in EMC level loader (copyright sign in EM II levels)
143 * added delayed ignition of EM style dynamite when used in R'n'D engine
144 * added limited movement range to EMC engine when focus on all players
147 * fixed bug with missing (zero) score values for native Supaplex levels
150 * added "continuous snapping" (snapping many elements while holding the
151 snap key pressed, without releasing the snap key after each element)
152 as a new player setting for more compatibility with the classic games
155 * finished scrolling for "focus on all players" in EMC graphics engine
158 * level sets with "levels: 0" are ignored for levels, but not artwork
159 * fixed bug when scanning empty level group directories (endless loop)
162 * fixed bug with explosion graphic for player using "Murphy" graphic
163 * fixed bug with explosion graphic if player leaves explosion in time
164 * changed some descriptive text in setup menu to use medium-width font
165 * added key shortcut settings for switching player focus to setup menu
168 * fixed bug with random value initialization when recording tapes
169 * fixed bug with playing single player tapes when team mode activated
172 * fixed little bug when trying to switch to player that does not exist
175 * added player switching (visual and quick) to R'n'D and EM game engine
176 * added setup option to select visual or quick in-game player switching
179 * added use of "Home" and "End" keys to handle element list in editor
182 * fixed bug with adding score when playing tape with EMC game engine
183 * added steel wall border for levels using EMC engine without border
184 * finally fixed delayed scrolling in EMC engine also for small levels
187 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
190 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
191 * fixed bug when displaying info element without action, but direction
194 * fixed minor graphical problems with springs smashing and slurping
195 (when using R'n'D style graphics instead of EMC style graphics)
198 * added scroll delay (as configured in setup) to EMC graphics engine
201 * improved screen redraw for EMC graphics engine (faster and smoother)
202 * when not scrolling, do not redraw the whole playfield if not needed
205 * added multi-player mode for EMC game engine (with up to four players)
208 * added android (can clone elements) from EMC engine to R'n'D engine
211 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
214 * added selectbox for initial player speed to player settings in editor
217 * version 3.1.2 created that is basically version 3.1.1, but with a
218 major bug fixed that prevented editing your own private levels
219 * version 3.1.2 released
222 * added magic ball (creates elements) from EMC engine to R'n'D engine
225 * uploaded fixed pre-release version 3.2.0-6 binary and source code
228 * fixed bug when using "CE can leave behind <trigger element>"
229 * added new change condition "(after/when) creation of <element>"
230 * added new change condition "(after/when) digging <element>"
231 * fixed bug accessing invalid gadget that caused crashes under Windows
232 * deactivated new possibility for multiple CE changes per frame
235 * uploaded pre-release (test) version 3.2.0-6 binary and source code
238 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
239 * fixed bug with not keeping CE value for moving CEs with only action
240 * changed CE action selectboxes in editor to be only reset when needed
243 * added option "use artwork from element" for custom player artwork
244 * added option "use explosion from element" for player explosions
247 * added cascaded element lists in the level editor
248 * added persistence for cascaded element lists by "editorcascade.conf"
249 * added dynamic element list with all elements used in current level
250 * added possibility for multiple CE changes per frame (experimental)
253 * uploaded pre-release (test) version 3.2.0-5 binary and source code
256 * changed "score for each 10 seconds/steps left" to "1 second/step"
257 * added own score for collecting "extra time" instead of sharing it
258 * added change events "switched by player" and "player switches <e>"
259 * added change events "snapped by player" and "player snaps <e>"
260 * added "set player artwork: <element choice>" to CE action options
261 * added change event "move of <element>"
264 * added "set player shield: off / normal / deadly" to CE action options
265 * added new player option "use level start element" in level editor
266 to set the correct focus at level start to elements from which the
267 player is created later (this did not work before for cascaded CE
268 changes resulting in creation of the player; it is now also possible
269 to create the player from a yam yam which is smashed at level start)
272 * added "set player speed: frozen (not moving)" to CE action options
273 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
276 * added new player option "block snap field" (enabled by default) to
277 make it possible to show a snapping animation like in Emerald Mine
280 * added dynamic selectboxes to custom element action settings in editor
281 * added "CE value" counter for custom elements (instead of "CE count")
282 * added option to use the last "CE value" after custom element change
283 * added option to use the "CE value" of other elements in CE actions
284 * fixed odd behaviour when pressing time orb in levels w/o time limit
285 * added checkbox "use time orb bug" for older levels that use this bug
288 * added missing configuration settings for the following elements:
289 - EL_TIMEGATE_SWITCH (time of open time gate)
290 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
291 - EL_SHIELD_NORMAL (time of shield duration)
292 - EL_SHIELD_DEADLY (time of shield duration)
293 - EL_EXTRA_TIME (time added to level time)
294 - EL_TIME_ORB_FULL (time added to level time)
297 * added "wind direction" as a movement pattern for custom elements
298 * added initial wind direction for balloon / custom elements to editor
299 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
302 * added parameters for "game of life" and "biomaze" elements to editor
305 * added level file chunk "CONF" for generic level and element settings
308 * uploaded pre-release (test) version 3.2.0-4 binary and source code
311 * skip empty level sets (with "levels: 0"; may be artwork base sets)
312 * added sound action ".page[1]" to ".page[32]" for each CE change page
315 * added image config suffix ".clone_from" to copy whole image settings
316 * fixed bug with invalid ("undefined") CE settings in old level files
319 * fixed graphical bug with smashing elements falling faster than player
322 * fixed major bug which prevented private levels from being edited
323 * fixed bug with precedence of general and special font definitions
326 * fixed graphical bug with player animation when player moves slowly
329 * uploaded pre-release (test) version 3.2.0-3 binary and source code
332 * fixed bug which prevented "global.num_toons: 0" from working
335 * major code cleanup (removed all these annoying "#if 0" blocks)
338 * added custom element actions for CE change page in level editor
341 * fixed music initialization bug in init.c (thanks to David Binderman)
342 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
343 (this bug must probably be fixed at other places, too)
346 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
347 (should be '#include <SDL.h>' instead)
350 * fixed bug which prevented "walkable from no direction" from working
351 (due to compatibility code overwriting this setting after loading)
354 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
357 * version number temporarily set to 3.1.1 (intermediate bugfix release)
358 * version 3.1.1 released
361 * changed some va_arg() arguments from 'long' to 'int', fixing problems
362 on 64-bit architecture systems with LP64 data model
365 * fixed bug with bombs not exploding when hitting the last level line
366 (introduced after the release of 3.1.0)
369 * added support for dumping small-sized level sketches from editor
372 * added recognition of "trigger element" for "change digged element to"
373 (this is not really what the "trigger element" was made for, but its
374 use may seem obvious for leaving back digged elements unchanged)
377 * fixed multiple warnings about failed joystick device initialization
380 * fixed bug with dynamite dropped on top of just dropped custom element
381 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
382 dynamite can still be dropped, but drop key must be released before
385 * fixed bug with wrong start directory when started from file browser
386 (due to this bug, R'n'D could not be started from KDE's Konqueror)
389 * fixed bug causing "change when impact" on player not working
390 * fixed wrong priority of "hitting something" over "hitting <element>"
391 * fixed wrong priority of "hit by something" over "hit by <element>"
394 * fixed graphical bug which caused the player (being Murphy) to show
395 collecting animations although the element was collected by penguin
398 * fixed two bugs causing wrong door background graphics in system.c
399 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
402 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
403 * added "no direction" to "walkable/passable from" selectbox options
406 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
407 * in tape autoplay, not only report broken, but also missing tapes
410 * uploaded pre-release (test) version 3.2.0-2 binary and source code
413 * fixed small bug with "linear" animation not working for active lamp
416 * fixed bug with moving up despite gravity due to "block last field"
417 * fixed small bug with wrong draw offset when typing name in main menu
418 * when reading user names from "passwd", ignore data after first comma
419 * when creating new "levelinfo.conf", only write some selected entries
422 * fixed displaying "imported from/by" on preview with empty string
423 * fixed ignoring draw offset for fonts used for level preview texts
426 * fixed a delay problem with SDL and too many mouse motion events
427 * added setup option "skip levels" and level skipping functionality
430 * added move speed "not moving" for non-moving CEs, but with direction
433 * fixed mapping of obsolete element token names in "editorsetup.conf"
434 * fixed bug with sound "acid.splashing" treated as a loop sound
435 * fixed some little sound bugs in native EM engine
438 * fixed small bug when dragging scrollbars to end positions
441 * added editor element descriptions written by Aaron Davidson
444 * improved fallback handling when configured artwork is not available
445 (now using default artwork instead of exiting when files not found)
448 * fixed bug on level selection screen when dragging scrollbar
451 * fixed bug which caused broken tapes when appending to EM engine tapes
454 * uploaded pre-release (test) version 3.2.0-1 binary and source code
457 * added code to replace changed artwork config tokens with other tokens
458 (needed for backwards compatibility, so that older tokens still work)
461 * added native R'n'D graphics for some new EMC elements in EM engine
464 * fixed some bugs in the EM engine integration code
465 * changed EM engine code to allow diagonal movement
466 * changed EM engine code to allow use of separate snap and drop keys
469 * fixed some redraw bugs when using EM engine
472 * fixed bug with not converting RND levels which are set to use native
473 engine to native level structure when loading
476 * uploaded pre-release (test) version 3.2.0-0 binary and source code
479 * version number set to 3.2.0
482 * level data now reset to defaults after attempt to load invalid file
485 * added use of "editorsetup.conf" for different level sets
488 * added auto-detection for various types of Emerald Mine level files
491 * fixed bug with scrollbars getting too small when list is very large
494 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
497 * added most level editor configuration gadgets for new EMC elements
500 * added more element and graphic definitions for new EMC elements
503 * modified native EM engine to use integrated R'n'D sound system
506 * added SDL support to graphics functions in native EM engine
507 (by always using generic libgame interface functions)
510 * fixed bug in frame synchronization in native EM engine
513 * added code to convert levels between R'n'D and native EM engine
516 * new Emerald Mine engine can now play levels selected in main menu
519 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
520 (which creates scaled down graphics for level editor and preview);
521 there's still a memory leak somewhere in the artwork handling code
522 * added "scale image up" functionality to X11 version of zoom function
525 * first attempts to integrate new, native Emerald Mine Club engine
528 * fixed bug in gadget code which caused reset of CEs in level editor
529 (example: pressing 'b' [grab brush] on CE config page erased values)
530 (solution: check if gadgets in ClickOnGadget() are really mapped)
531 * improved level change detection in editor (settings now also checked)
532 * fixed bug with "can move into acid" and "don't collide with" state
535 * fixed maze runner style CEs to use the configured move delay value
538 * added Aaron Davidson's tutorial level set to the "Tutorials" section
541 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
542 * fixed the above fix because it broke level set "machine" (*sigh*)
543 * fixed random element placement in level editor to work as expected
544 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
547 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
550 * fixed bug (missing array boundary check) which caused broken tapes
551 * fixed bug (when loading level template) which caused broken levels
552 * fixed bug with new block last field code when using non-yellow player
555 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
556 * internal change of how the player blocks the last field when moving
557 * fixed blocking delay of last field for EM and SP style block delay
558 * fixed bug where the player had to wait for the usual move delay after
559 unsuccessfully trying to move, when he directly could move after that
560 * the last two changes should make original Supaplex level 93 solvable
561 * improved use of random number generator to make it less predictable
562 * fixed behaviour of slippery SP elements to let slip left, then right
565 * fixed bug with wrong door state after trying to quickload empty tape
566 * fixed waste of static memory usage of the binary, making it smaller
567 * fixed very little graphical bug in Supaplex explosion
570 * version number set to 3.1.1
573 * version 3.1.0 released
576 * fixed bug with crash when writing user levelinfo.conf the first time
579 * added option "convert LEVELDIR [NR]" to command line batch commands
580 * re-converted Supaplex levels to apply latest engine fixes
581 * changed "use graphic/sound of element" to "use graphic of element"
582 due to compatibility problems with some levels ("bug machine" etc.)
585 * fixed bug with CE change replacing player with same or other player
588 * fixed bug with opaque font in envelope with background graphic when
589 background graphic is not transparent itself
592 * added "gravity on" and "gravity off" ports for Supaplex compatibility
593 * corrected original Supaplex level loading code to use these new ports
594 * also corrected Supaplex loader to auto-count infotrons if set to zero
597 * fixed bug with missing initialization of "modified" flag for GEs
600 * fixed bug that caused endless recursion loop when relocating player
601 * fixed tape recorder bug in "step mode" when using "pause before end"
602 * fixed tape recorder bug when changing from "warp forward" mode
605 * fixed bug with "when touching" for pushed elements at last position
608 * fixed bug that caused two activated toolbox buttons in level editor
609 * fixed bug with exploding dynabomb under player due to other explosion
612 * fixed bug with creating walkable custom element under player (again)
613 * fixed bug with not copying explosion type when copying CEs in editor
614 * fixed graphical bug when drawing player in setup menu (input devices)
615 * fixed graphical bug when the player is pushing an accessible element
616 * fixed bug with classic switchable elements triggering CE changes
617 * fixed bug with entering/leaving walkable element in RelocatePlayer()
618 * fixed crash bug when CE leaves behind the trigger player element
621 * fixed bug with broken tubes after placing/exploding dynamite in them
622 * fixed bug with exploding dynamite under player due to other explosion
623 * fixed bug with not resetting push delay under certain circumstances
626 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
627 * added network multiplayer code for Windows (thanks to Niko Böhm)
630 * added option "reachable despite gravity" for gravity movement
631 * changed gravity movement of most classic walkable and passable
632 elements back to "not reachable" (for compatibility reasons)
635 * fixed (removed) "indestructible" / "can explode" dependency in editor
636 * fixed (removed) "accessible inside" / "protected" dependency
637 * fixed (removed) "step mode" / "shield time" dependency
640 * fixed dynabombs exploding now into anything diggable
641 * fixed Supaplex style gravity movement into buggy base now impossible
642 * added pressing key "space" as valid action to select menu options
645 * added "replace when walkable" to relocate player to walkable element
646 * added "enter"/"leave" event for elements affected by relocation
647 * fixed "direct"/"indirect" change order also for "when change" event
648 * fixed graphical bug when pushing things from elements walkable inside
651 * fixed graphic bug when player is snapping while moving in old levels
652 * fixed bug when a moving custom element leaves a player element behind
653 * fixed bug with mole not disappearing when moving into acid pool
654 * fixed bug with incomplete path setting when using "--basepath" option
655 * moving CE can now leave walkable elements behind under the player
656 * when relocating, player can be set on walkable element now
657 * fixed another gravity movement bug
660 * uploaded pre-release (test) version 3.1.0-2 binary and source code
663 * added "collectible" and "removable" to extended replacement types
664 (where "removable" replaces "diggable" and "collectible" elements)
665 * added "collectible & throwable" (to throw element to the next field)
666 * fixed bug with CEs digging elements that are just about to explode
667 * changed mouse cursor now always being visible when game is paused
670 * added possibility to push/press accessible elements from a side that
672 * fixed bug with not setting actual date when appending to tape
675 * fixed bug with incorrectly initialized custom element editor graphics
678 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
679 - number of levels corrected from 18 to 17 in "levelinfo.conf"
682 * fixed bug with destroyed robot wheel still attracting robots forever
683 * fixed bug with time gate switch deactivating after robot wheel time
684 (while the time gate itself is not affected by this misbehaviour)
685 * changed behaviour of BD style amoeba to always get blocked by player
686 (before it was different when there were non-BD elements in level)
687 * fixed bug with player destroying indestructable elements with shield
690 * added option to make growing elements grow into anything diggable
691 (for the various amoeba types, biomaze and "game of life")
694 * fixed bug with movable elements not moving after left behind by CEs
695 * changed gravity movement to anything diggable, not only sand/base
696 * optionally allowing passing to walkable element, not only empty space
697 * added option "can pass to walkable element" for players
698 * finally fixed gravity movement (hopefully)
701 * fixed bug with movable elements not moving anymore after falling down
704 * fixed another bug with custom elements digging and leaving elements
705 * fixed bug with "along left/right side" and automatic start direction
706 * trigger elements now also displayed when "more custom" deactivated
707 * fixed bug with clipboard element initialized when loading new level
708 * added option "drop delay" to set delay before dropping next element
711 * uploaded pre-release (test) version 3.1.0-1 binary and source code
714 * added copy and paste functions for custom change pages
715 * enhanced graphical display and functionality of tape recorder
716 * fixed bug with custom elements digging and leaving elements
719 * added move speed faster than "very fast" for custom elements
720 * fixed bug with 3+3 style explosions and missing border content
721 * fixed little bug when copying custom elements in the editor
722 * enhanced custom element changes by more side trigger actions
725 * added option "no scrolling when relocating" for instant teleporting
726 * uploaded pre-release (test) version 3.1.0-0 binary and source code
729 * added trigger element and trigger player to use as target elements
730 * added copy and paste functions for custom and group elements
733 * fixed graphical bug when displaying explosion animations
734 * fixed bug when appending to tapes, resulting in broken tapes
735 * re-recorded a few tapes broken by fixing gravity checking bug
738 * "can move into acid" property now for all elements independently
739 * "can fall into acid" property for player stored in same bitfield now
740 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
741 * version number set to 3.1.0 (finally!)
744 * changed tape recording to only record input, not programmed actions
747 * fixed totally broken (every 8th frame skipped) step-by-step recording
748 * fixed bug with requester not displayed when quick-loading interrupted
749 * added option "can fall into acid (with gravity)" for players
750 * fixed bug with player not falling when snapping down with gravity
753 * fixed bug which messed up key config when using keypad number keys
756 * fixed bug which allowed moving upwards even when gravity was active
757 * fixed bug with missing error handling when dumping levels or tapes
760 * added different colored editor graphics for Supaplex gravity tubes
763 * fixed bug that allowed solvable tapes for unsolvable levels
766 * use unlimited number of droppable elements when "count" set to zero
767 * added option to use step limit instead of time limit for level
770 * added player and change page as trigger for custom element change
773 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
776 * fixed bug with dark yamyam changing to acid when moving over acid
777 * fixed handling of levels with more than 999 seconds level time
778 (example: level 76 of "Denmine")
781 * "spring push bug" reintroduced as configurable element property
782 * fixed bug with missing properties for "mole"
783 * fixed bug that showed up when fixing the above "mole" properties bug
784 * added option "can move into acid" for all movable elements
785 * fixed graphical bug for elements moving into acid
786 * changed event handling to handle all pending events before going on
789 * fixed bug which caused all CE change pages to be ignored which had
790 the same change event, but used a different element side
791 (reported by Simon Forsberg)
793 * fixed bug which caused elements that can move and fall and that are
794 transported by a conveyor belt to continue moving into that direction
795 after leaving the conveyor belt, regardless of their own movement
796 type; only elements which can not move are transported now
797 (reported by Simon Forsberg)
799 * fixed bug which could cause an array overflow in RelocatePlayer()
800 (reported by Niko Böhm)
802 * changed Emerald Mine style "passable / over" elements to "protected"
803 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
805 * added new option to select from which side a "walkable/passable"
806 element can be entered
809 * added explosion and ignition delay for elements that can explode
812 * fixed bug which caused player not being protected against enemies
813 when a CE was "walkable / inside" and was not "indestructible"
814 * added "walkable/passable" fields to be "protected/unprotected"
815 against enemies, even if not accessible "inside" but "over/under"
818 * corrected move pattern to 32 bit and initial move direction to 8 bit
821 * added second custom element base configuration page
824 * added some special EMC mappings to Emerald Mine level loader
825 (also covering previously unknown element in level 0 of "Bondmine 8")
828 * added option to block last field when player is moving (for Supaplex)
829 * adjusted push delay of Supaplex elements
830 * removed delays for envelopes etc. when replaying with maximum speed
831 * fixed bug when dropping element on a field that just changed to empty
834 * fixed bug: infotrons can now smash yellow disks
835 * fixed bug: when gravity active, port above player can now be entered
836 * removed "one white dot" mouse pointer which irritated some people
839 * added "choice type" for group element selection
842 * fixed bug with initial invulnerability of non-yellow player
845 * added level loader for loading native Supaplex packed levels
846 (including multi-part levels like the "splvls99" levels)
849 * fixed bug which allowed creating emeralds by escaping explosions
852 * custom elements can change (limited) or leave (unlimited) elements
853 * finally added multiple matches using group elements
854 * added shortcut to dump brush (type ":DB" in editor) for use in forum
857 * added new start movement type "previous" for continued CE movement
858 * added new start movement type "random" for random CE movement start
861 * added new element "sokoban_field_player" needed for Sokoban levels
862 (thanks to Ed Booker for pointing this out!)
865 * added elements that can be digged or left behind by custom elements
868 * added group elements for multiple matches and random element creation
871 * fixed some graphical errors displayed in old levels
874 * fixed wrong double speed movement after passing closing gates
877 * added level loader for loading native Emerald Mine levels
880 * changes for "shooting" style CE movement
883 * Happy New Year! ;-)
886 * changed default snap/drop keys from left/right Shift to Control keys
889 * fixed bug with dead player getting reanimated from custom element
892 * fixed bug with wrong penguin graphics (when entering exit)
895 * fixed bug with wrong "Murphy" graphics (when digging etc.)
898 * version number set to 3.0.9
901 * version 3.0.8 released
904 * added function checked_free()
907 * fixed bug with double nut cracking sound
908 (by eliminating "default element action sound" assignment in init.c)
911 * fixed crash when no music info files are available
914 * fixed boring and sleeping sounds
917 * added "maze runner" and "maze hunter" movement types
918 * added extended collision conditions for custom elements
921 * added warnings for undefined token values in artwork config files
924 * added menu entry for level set information to the info screen
927 * fixed bug with wrong default impact sound for colored emeralds
930 * added several sub-screens for the info screen
931 * menu text now also clickable (not only blue/red sphere left of it)
934 * added configurable "bored" and "sleeping" animations for the player
935 * added "awakening" sound for player when waking up after sleeping
938 * added "copy" and "exchange" functions for custom elements to editor
941 * added configurable element animations for info screen
944 * added configurable music credits for info screen
947 * finally fixed tape recording when player is created from CE change
950 * added "editorsetup.conf" for editor element list configuration
953 * added "musicinfo.conf" for menu and level music configuration
956 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
957 (that only showed up on Linux, but not on Windows systems)
960 * fixed turning movement of butterflies and fireflies (no frame reset)
961 * enhanced sniksnak turning movement (two steps instead of only one)
964 * version number set to 3.0.8
967 * version 3.0.7 released
970 * fixed reset of player animation frame when, for example,
971 walking, digging or collecting share the same animation
972 * fixed CE with "deadly when touching" exploding when touching amoeba
975 * fixed tape recording when player is created from CE element change
978 * introduced "turning..." action graphic for elements with move delay
979 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
980 * added turning animations for bug, spaceship and sniksnak
983 * prevent "extended" changed elements from delay change in same frame
986 * fixed bug when pushing element that can move away to the side
987 (like pushing falling elements, but now with moving elements)
990 * finally fixed serious bug in code for delayed element pushing (again)
993 * unavailable setup options now marked as "n/a" instead of "off"
994 * new boolean directive "latest_engine" for "levelinfo.conf": when set
995 to "true", levels are always played with the latest game engine,
996 which is desired for levels that are imported from other games; all
997 other levels are played with the engine version stored in level file
998 (which is normally the engine version the level was created with)
1001 * fixed serious bug in code for delayed element pushing
1002 * fixed little bug in animation frame selection for pushed elements
1003 * speed-up of reading config file for verbose output
1006 * added configuration option for opening and closing Supaplex exit
1007 * added configuration option for moving up/down animation for Murphy
1008 * fixed incorrectly displayed animation for attacking dragon
1009 * fixed bug with not setting initial gravity for each new game
1010 * fixed bug with teleportation of player by custom element change
1011 * fixed bug with player not getting smashed by rock sometimes
1014 * version number set to 3.0.7
1017 * version 3.0.6 released
1020 * added support for MP3 music for SDL version through SMPEG library
1023 * fixed bug when initializing font graphic structure
1024 * fixed bug with animation mode "pingpong" when using only 1 frame
1025 * fixed bug with extended change target introduced in 3.0.5
1026 * fixed bug where passing over moving element doubles player speed
1027 * fixed bug with elements continuing to move into push direction
1028 * fixed bug with duplicated player when dropping bomb with shield on
1029 * added "switching" event for custom elements ("pressing" only once)
1030 * fixed switching bug (resetting flag when not switching but not idle)
1033 * fixed element tokens for certain file elements with ".active" etc.
1036 * version number set to 3.0.6
1039 * version 3.0.5 released
1042 * now four envelope elements available
1043 * font, background, animation and sound for envelope now configurable
1044 * main menu doors opening/closing animation type now configurable
1047 * active/inactive sides configurable for custom element changes
1048 * new movement type "move when pushed" available for custom elements
1051 * fixed bug in multiple config pages loader code that caused crashes
1054 * enhanced (remaining low-resolution) Supaplex graphics
1057 * version number set to 3.0.5
1060 * version 3.0.4 released
1062 2003-09-12 src/tools.c
1063 * fixed bug in custom definition of crumbled element graphics
1065 2003-09-11 src/files.c
1066 * fixed bug in multiple config pages code that caused crashes
1069 * version number set to 3.0.4
1072 * version 3.0.3 released
1075 * added music to Supaplex classic level set
1077 2003-09-07 src/libgame/misc.c
1078 * added support for loading various music formats through SDL_mixer
1080 2003-09-06 (various source files)
1081 * fixed several nasty bugs that may have caused crashes on some systems
1082 * added envelope content which gets displayed when collecting envelope
1083 * added multiple change event pages for custom elements
1085 2003-08-24 src/game.c
1086 * fixed problem with player animation when snapping and moving
1088 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1089 * fixed problem with flickering when drawing toon animations
1091 2003-08-23 src/libgame/sdl.c
1092 * fixed problem with setting mouse cursor in SDL version in fullscreen
1094 2003-08-23 src/game.c
1095 * fixed bug (missing array boundary check) which could crash the game
1098 * version number set to 3.0.3
1101 * version 3.0.2 released
1103 2003-08-21 src/game.c
1104 * fixed bug with creating inaccessible elements at player position
1106 2003-08-20 src/init.c
1107 * fixed bug with not finding current level artwork directory
1109 2003-08-20 src/files.c
1110 * fixed bug with choosing wrong engine version when playing tapes
1111 * fixed bug with messing up custom element properties in 3.0.0 levels
1114 * version number set to 3.0.2
1117 * version 3.0.1 released
1119 2003-08-17 (no source files affected)
1120 * changed all "classic" PCX image files with 16 colors or less to
1121 256 color (8 bit) storage format, because the Allegro game library
1122 cannot handle PCX files with less than 256 colors (contributed
1123 graphics are not affected and might look wrong in the DOS version)
1125 2003-08-16 src/init.c
1126 * fixed bug which (for example) crashed the level editor when defining
1127 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1128 (only set to default) -- invalid graphics now set to default graphic
1130 2003-08-16 src/init.c
1131 * fixed graphical bug of player digging/collecting/snapping element
1132 when no corresponding graphic/animation is defined for this action,
1133 resulting in player being drawn as EL_EMPTY (which should only be
1134 done to elements being collected, but not to the player)
1136 2003-08-16 src/game.c
1137 * fixed small graphical bug of player not totally moving into exit
1139 2003-08-16 src/libgame/setup.c
1140 * fixed bug with wrong MS-DOS 8.3 filename conversion
1142 2003-08-16 src/tools.c
1143 * fixed bug with invisible mouse cursor when pressing ESC while playing
1145 2003-08-16 (various source files)
1146 * added another 128 custom elements (disabled in editor by default)
1148 2003-08-16 src/editor.c
1149 * fixed NULL string bug causing Solaris to crash in sprintf()
1151 2003-08-16 src/screen.c
1152 * fixed drawing over scrollbar on level selection with custom fonts
1154 2003-08-15 src/game.c
1155 * cleanup of simple sounds / loop sounds / music settings
1157 2003-08-08 (various source files)
1158 * added custom element property for dropping collected elements
1160 2003-08-08 src/conf_gfx.c
1161 * fixed bug with missing graphic for active red disk bomb
1163 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1164 * extended variable "level.gravity" to "level.initial_gravity" and
1165 "game.current_gravity" to prevent level setting from being changed
1166 by playing the level (keeping the runtime value after playing)
1168 * fixed graphics bug when digging element that has 'crumbled' graphic
1169 definition, but not 'diggable' graphic definition
1172 * version number set to 3.0.1
1175 * version 3.0.0 released
1178 * various bug fixes; among others:
1179 - fixed bug with pushing spring over empty space
1180 - fixed bug with leaving tube while placing dynamite
1181 - fixed bug with explosion of smashed penguins
1182 - allow Murphy player graphic in levels with non-Supaplex elements
1186 * I have forgotten to document changes for some time
1189 * pre-release version 2.2.0rc1 released
1192 * version number set to 2.1.2
1195 * version 2.1.1 released
1198 * version number set to 2.1.1
1201 * version 2.1.0 released
1204 * version number set to 2.1.0
1206 2002-04-03 to 2002-05-19 (various source files)
1207 * graphics, sounds and music now fully configurable
1208 * bug fixed that prevented walking through tubes when gravity on
1210 2002-04-02 src/events.c, src/editor.c
1211 * Make Escape key less aggressive when playing or when editing level.
1212 This can be configured as an option in the setup menu. (Default is
1213 "less aggressive" which means "ask user if something can be lost"
1214 when pressing the Escape key.)
1216 2002-04-02 src/screen.c
1217 * Added "graphics setup" screen.
1219 2002-04-01 src/screen.c
1220 * Changed "choose level" setup screen stuff to be more generic (to
1221 make it easier to add more "choose from generic tree" setup screens).
1223 2002-04-01 src/config.c, src/timestamp.h
1224 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1225 automatically gets created by "src/Makefile" and contains an actual
1226 compile-time timestamp to identify development versions of the game).
1228 2002-03-31 src/tape.c, src/events.c
1229 * Added quick game/tape save/load functions to tape stuff which can be
1230 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1231 loads previously recorded tape and directly goes into recording mode
1232 from the end of the tape (therefore appending to the tape).
1234 2002-03-31 src/tape.c
1235 * Added "index mark" function to tape recorder. When playing or
1236 recording, "eject" button changes to "index" button. Setting index
1237 mark is not yet implemented, but pressing index button when playing
1238 allows very quick advancing to end of tape (when normal playing),
1239 very fast forward mode (when playing with normal fast forward) or
1240 very fast reaching of "pause before end of tape" (when playing with
1241 "pause before end" playing mode).
1243 2002-03-30 src/cartoons.c
1244 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1246 2002-03-29 src/screen.c
1247 * Changed setup screen stuff to be more generic (to make it easier
1248 to add more setup screens).
1250 2002-03-23 src/main.c, src/main.h
1251 * Various changes due to the introduction of the new libgame files
1252 "setup.c" and "joystick.c".
1254 2002-03-23 src/files.c
1255 * Generic parts of "src/files.c" (mainly setup and level directory
1256 stuff) moved to new libgame file "src/libgame/setup.c".
1258 2002-03-23 src/joystick.c
1259 * File "src/joystick.c" moved to libgame source tree, with
1260 correspondig changes.
1262 2002-03-22 src/screens.c
1263 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1264 (Wrong level series information displayed when entering main group.)
1266 2002-03-22 src/editor.c
1267 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1269 2002-03-22 src/editor.c
1270 * Changed behaviour of "Escape" key in level editor to be more
1271 intuitive: When in "Element Properties" or "Level Info" mode,
1272 return to "Drawing Mode" instead of leaving the level editor.
1274 2002-03-21 src/game.c, src/editor.c, src/files.c
1275 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1276 gems (emeralds, diamonds, ...) slipping down from normal wall,
1277 steel wall and growing wall (as in E.M.C. style levels). Although
1278 the behaviour of contributed and private levels wasn't changed (due
1279 to the use of "level.game_version"; see previous entry), editing
1280 those levels will (of course) change the behaviour accordingly.
1282 This change seems a bit too hard after thinking about it, because
1283 the EM style behaviour is not the "expected" behaviour (gems would
1284 normally only slip down from "rounded" walls). Therefore this was
1285 now changed to an element property for gem style elements, with the
1286 default setting "off" (which means: no special EM style behaviour).
1287 To fix older converted levels, this flag is set to "on" for pre-2.0
1288 levels that are neither contributed nor private levels.
1290 2002-03-20 src/files.h
1291 * Corrected settings for "level.game_version" depending of level type.
1292 (Contributed and private levels always get played with game engine
1293 version they were created with, while converted levels always get
1294 played with the most recent version of the game engine, to let new
1295 corrections of the emulation behaviour take effect.)
1297 2002-03-20 src/main.h
1298 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1299 compiling the SDL version on some systems.
1300 Thanks to the several people who pointed this out.
1303 * Version number set to 2.0.2.
1306 * Version 2.0.1 released.
1308 2002-03-18 src/screens.c
1309 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1311 2002-03-18 src/files.c [src/libgame/misc.c]
1312 * Moved some common functions from src/files.c to src/libgame/misc.c.
1314 2002-03-18 src/files.c [src/libgame/misc.c]
1315 * Changed permissions for new directories and saved files (especially
1316 score files) according to suggestions of Debian users and mantainers.
1317 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1319 2002-03-17 src/files.c
1320 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1321 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1322 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1323 for levels and "TAPE" for tapes). Old "cookie" style format is
1324 still supported for reading. New level and tape files are written
1327 * New IFF chunk "VERS" contains version numbers for file and game
1328 (where "game version" is the version of the program that wrote the
1329 file, and "file version" is a version number to distinguish files
1330 with different format, for example after adding new features).
1332 2002-03-15 src/screen.c
1333 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1334 (Before, you heard a mixture of the in-game music and the
1335 hall-of-fame music.)
1337 2002-03-14 src/events.c
1338 * Function "DumpTape()" (files.c) now available by pressing 't' from
1339 main menu (when in DEBUG mode).
1341 2002-03-14 src/game.c
1342 * "GameWon()": When game was won playing a tape, now there is no delay
1343 raising the score and no corresponding sound is played.
1345 2002-03-14 src/files.c
1346 * Changed "LoadTape()" for real chunk support and also adjusted
1347 "SaveTape()" accordingly.
1349 2002-03-14 src/game.c, src/tape.c, src/files.c
1350 * Important changes to tape format: The old tape format stored all
1351 actions with a real effect with a corresponding delay between the
1352 stored actions. This had some major disadvantages (for example,
1353 push delays had to be ignored, pressing a button for some seconds
1354 mutated to several single button presses because of the non-action
1355 delays between two action frames etc.). The new tape format just
1356 stupidly records all device actions and replays them later. I really
1357 don't know why I haven't solved it that way before?! Old-style tapes
1358 (with tape file version less than 2.0) get converted to the new
1359 format on-the-fly when loading and can therefore still be played;
1360 only some minor parts of the old-style tape handling code was needed.
1361 (A perfect conversion is not possible, because there is information
1362 missing about the device actions between two action frames.)
1364 2002-03-14 src/files.c
1365 * New function "DumpTape()" to dump the contents of the current tape
1366 in a human readable format.
1368 2002-03-14 src/game.c
1369 * Small tape bug fixed: When automatically advancing to next level
1370 after a game was won, the tape from the previous level still was
1371 loaded as a tape for the new level.
1373 2002-03-14 src/tape.c
1374 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1375 tape, cartoons did not get completely removed because
1376 StopAnimation() was not called.
1378 2002-03-13 src/files.c
1379 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1380 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1381 size even when using 16-bit elements). Added new chunk "CNT2" for
1382 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1383 chunk even when content was 16-bit element). "CNT2" should now be
1384 able to store content for arbitrary elements (up to eight blocks of
1385 3 x 3 element arrays). All "CNT2" elements will always be stored as
1386 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1388 2002-03-13 src/files.c
1389 * Changed "LoadLevel()" for real chunk support.
1391 2002-03-12 src/game.c
1392 * Fixed problem (introduced after 2.0.0 release) with penguins
1393 not getting killed by enemies
1395 2002-02-24 src/game.c, src/main.h
1396 * Added "player->is_moving"; now "player->last_move_dir" does
1397 not contain any information if the player is just moving at
1399 Before, "player->last_move_dir" was misused for this purpose
1400 for the robot stuff (robots don't kill players when they are
1401 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1402 broke tapes when walking through pipes!
1403 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1404 in a continuous movement. This fact is ignored for friends and