2 * fixed some bugs when displaying title screens from info screen menu
5 * changed file major version to 3 to reflect level file format changes
6 * uploaded pre-release (test) version 3.2.0-8 binary and source code
9 * added new chunk "NAME" to level file format for level name settings
10 * added new chunk "NOTE" to level file format for envelope settings
11 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
12 * updated magic(5) file to recognize changed and new level file chunks
13 * removed change events "change when CE value/score changes" as unneeded
16 * changed gravity (which only affects the player) from level property
17 to player property (only makes a difference in multi-player levels)
18 * added change events "change when CE value/score changes"
19 * added change events "change when CE value/score changes of <element>"
22 * added new chunk "INFO" to level file format for global level settings
23 * added all element settings from "HEAD" chunk to "CONF" chunk
24 * added all global level settings from "HEAD" chunk to "INFO" chunk
27 * changed level file format by adding two new chunks "CUSX" (for custom
28 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
29 elements, replacing the previous "GRP1" chunk); these new IFF style
30 chunks use the new and flexible "micro chunks inside chunks" technique
31 already used with the new "CONF" chunk (for normal element properties)
32 which makes it possible to easily extend the existing level format
33 (instead of using fixed-length chunks like before, which are either
34 too big due to reserved bytes for future use, or too small when those
35 reserved bytes have all been used and even more data should be stored,
36 requiring the replacement by new and larger chunks just like it went
37 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
40 * added credits pages to the "credits" section that were really missing
41 * added some missing element descriptions to the level editor
42 * added down position of switchgate switch to the level editor
43 and allowed the use of both switch positions at the same time
44 * changed use of "Insert" and "Delete" keys to navigate element list in
45 level editor to start of previous or next cascading block of elements
48 * added the possibility to view the title screen to the info screen menu
49 * fixed some minor bugs with viewing title screens
52 * fixed bug with title (cross)fading in/out when using fullscreen mode
55 * fixed bug that forced re-defining of menu settings in local graphics
56 config file which are already defined in existing base config file
57 * fixed small bug that caused door sounds playing when music is enabled
60 * added the possibility to define up to five title screens for each
61 level set that are displayed after loading using (cross)fading in/out
62 (this was added to display the various start images of the EMC sets)
65 * added "CE score gets zero [of]" to custom element trigger conditions
66 * added setup option to display element token name in level editor
69 * added compatibility code for Juergen Bonhagen's menu artwork settings
72 * fixed bug with displaying wrong animation frame 0 after CE changes
73 * fixed bug with creating invisible elements when light switch is on
76 * added selection between ECS and AGA graphics for EMC levels to setup
79 * adjusted font handling for various narrow EMC style fonts
82 * changed EM engine behaviour back to re-allow initial rolling springs
85 * fixed handling of over-large selectboxes (less error-prone now)
86 * fixed bug when creating GE with walkable element under the player
89 * added use of "Insert" and "Delete" keys to navigate element list in
90 level editor to start of custom elements or start of group elements
91 * added virtual elements to access CE value and CE score of elements:
92 - "CE value of triggering element"
93 - "CE score of triggering element"
94 - "CE value of current element"
95 - "CE score of current element"
98 * fixed "grass" to "sand" in older EM levels (up to file version V4)
101 * changed behaviour of network games with internal errors (because of
102 different client frame counters) from immediately terminating R'n'D
103 to displaying an error message requester and stopping only the game
104 (also to prevent impression of crashes under non command-line runs)
105 * fixed playing network games with the EMC engine (did not work before)
106 * fixed bug with not scrolling the screen in multi-player mode with the
107 focus on player 1 when all players are moving in different directions
108 * fixed bug with keeping pointer to gadget even after its deallocation
109 * fixed bug with allowing "focus on all players" in network games
110 * fixed bug with player focus when playing tapes from network games
113 * uploaded pre-release (test) version 3.2.0-7 binary and source code
116 * code cleanup for game action control for R'n'D and EMC game engine
119 * fixed bug in multi-player movement with focus on both players
120 * added option to control only the focussed player with all input
123 * added player focus switching to level tape recording and re-playing
126 * fixed some bugs in player focus switching in EMC and RND game engine
129 * added special Supaplex animations for Murphy digging and snapping
130 * added special Supaplex animations for Murphy being bored and sleeping
133 * added four new yam yams with explicit start direction for EMC engine
134 * fixed bug in src/libgame/text.c with printing text outside the window
137 * fixed small bug in EMC level loader (copyright sign in EM II levels)
140 * added delayed ignition of EM style dynamite when used in R'n'D engine
141 * added limited movement range to EMC engine when focus on all players
144 * fixed bug with missing (zero) score values for native Supaplex levels
147 * added "continuous snapping" (snapping many elements while holding the
148 snap key pressed, without releasing the snap key after each element)
149 as a new player setting for more compatibility with the classic games
152 * finished scrolling for "focus on all players" in EMC graphics engine
155 * level sets with "levels: 0" are ignored for levels, but not artwork
156 * fixed bug when scanning empty level group directories (endless loop)
159 * fixed bug with explosion graphic for player using "Murphy" graphic
160 * fixed bug with explosion graphic if player leaves explosion in time
161 * changed some descriptive text in setup menu to use medium-width font
162 * added key shortcut settings for switching player focus to setup menu
165 * fixed bug with random value initialization when recording tapes
166 * fixed bug with playing single player tapes when team mode activated
169 * fixed little bug when trying to switch to player that does not exist
172 * added player switching (visual and quick) to R'n'D and EM game engine
173 * added setup option to select visual or quick in-game player switching
176 * added use of "Home" and "End" keys to handle element list in editor
179 * fixed bug with adding score when playing tape with EMC game engine
180 * added steel wall border for levels using EMC engine without border
181 * finally fixed delayed scrolling in EMC engine also for small levels
184 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
187 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
188 * fixed bug when displaying info element without action, but direction
191 * fixed minor graphical problems with springs smashing and slurping
192 (when using R'n'D style graphics instead of EMC style graphics)
195 * added scroll delay (as configured in setup) to EMC graphics engine
198 * improved screen redraw for EMC graphics engine (faster and smoother)
199 * when not scrolling, do not redraw the whole playfield if not needed
202 * added multi-player mode for EMC game engine (with up to four players)
205 * added android (can clone elements) from EMC engine to R'n'D engine
208 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
211 * added selectbox for initial player speed to player settings in editor
214 * version 3.1.2 created that is basically version 3.1.1, but with a
215 major bug fixed that prevented editing your own private levels
216 * version 3.1.2 released
219 * added magic ball (creates elements) from EMC engine to R'n'D engine
222 * uploaded fixed pre-release version 3.2.0-6 binary and source code
225 * fixed bug when using "CE can leave behind <trigger element>"
226 * added new change condition "(after/when) creation of <element>"
227 * added new change condition "(after/when) digging <element>"
228 * fixed bug accessing invalid gadget that caused crashes under Windows
229 * deactivated new possibility for multiple CE changes per frame
232 * uploaded pre-release (test) version 3.2.0-6 binary and source code
235 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
236 * fixed bug with not keeping CE value for moving CEs with only action
237 * changed CE action selectboxes in editor to be only reset when needed
240 * added option "use artwork from element" for custom player artwork
241 * added option "use explosion from element" for player explosions
244 * added cascaded element lists in the level editor
245 * added persistence for cascaded element lists by "editorcascade.conf"
246 * added dynamic element list with all elements used in current level
247 * added possibility for multiple CE changes per frame (experimental)
250 * uploaded pre-release (test) version 3.2.0-5 binary and source code
253 * changed "score for each 10 seconds/steps left" to "1 second/step"
254 * added own score for collecting "extra time" instead of sharing it
255 * added change events "switched by player" and "player switches <e>"
256 * added change events "snapped by player" and "player snaps <e>"
257 * added "set player artwork: <element choice>" to CE action options
258 * added change event "move of <element>"
261 * added "set player shield: off / normal / deadly" to CE action options
262 * added new player option "use level start element" in level editor
263 to set the correct focus at level start to elements from which the
264 player is created later (this did not work before for cascaded CE
265 changes resulting in creation of the player; it is now also possible
266 to create the player from a yam yam which is smashed at level start)
269 * added "set player speed: frozen (not moving)" to CE action options
270 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
273 * added new player option "block snap field" (enabled by default) to
274 make it possible to show a snapping animation like in Emerald Mine
277 * added dynamic selectboxes to custom element action settings in editor
278 * added "CE value" counter for custom elements (instead of "CE count")
279 * added option to use the last "CE value" after custom element change
280 * added option to use the "CE value" of other elements in CE actions
281 * fixed odd behaviour when pressing time orb in levels w/o time limit
282 * added checkbox "use time orb bug" for older levels that use this bug
285 * added missing configuration settings for the following elements:
286 - EL_TIMEGATE_SWITCH (time of open time gate)
287 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
288 - EL_SHIELD_NORMAL (time of shield duration)
289 - EL_SHIELD_DEADLY (time of shield duration)
290 - EL_EXTRA_TIME (time added to level time)
291 - EL_TIME_ORB_FULL (time added to level time)
294 * added "wind direction" as a movement pattern for custom elements
295 * added initial wind direction for balloon / custom elements to editor
296 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
299 * added parameters for "game of life" and "biomaze" elements to editor
302 * added level file chunk "CONF" for generic level and element settings
305 * uploaded pre-release (test) version 3.2.0-4 binary and source code
308 * skip empty level sets (with "levels: 0"; may be artwork base sets)
309 * added sound action ".page[1]" to ".page[32]" for each CE change page
312 * added image config suffix ".clone_from" to copy whole image settings
313 * fixed bug with invalid ("undefined") CE settings in old level files
316 * fixed graphical bug with smashing elements falling faster than player
319 * fixed major bug which prevented private levels from being edited
320 * fixed bug with precedence of general and special font definitions
323 * fixed graphical bug with player animation when player moves slowly
326 * uploaded pre-release (test) version 3.2.0-3 binary and source code
329 * fixed bug which prevented "global.num_toons: 0" from working
332 * major code cleanup (removed all these annoying "#if 0" blocks)
335 * added custom element actions for CE change page in level editor
338 * fixed music initialization bug in init.c (thanks to David Binderman)
339 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
340 (this bug must probably be fixed at other places, too)
343 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
344 (should be '#include <SDL.h>' instead)
347 * fixed bug which prevented "walkable from no direction" from working
348 (due to compatibility code overwriting this setting after loading)
351 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
354 * version number temporarily set to 3.1.1 (intermediate bugfix release)
355 * version 3.1.1 released
358 * changed some va_arg() arguments from 'long' to 'int', fixing problems
359 on 64-bit architecture systems with LP64 data model
362 * fixed bug with bombs not exploding when hitting the last level line
363 (introduced after the release of 3.1.0)
366 * added support for dumping small-sized level sketches from editor
369 * added recognition of "trigger element" for "change digged element to"
370 (this is not really what the "trigger element" was made for, but its
371 use may seem obvious for leaving back digged elements unchanged)
374 * fixed multiple warnings about failed joystick device initialization
377 * fixed bug with dynamite dropped on top of just dropped custom element
378 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
379 dynamite can still be dropped, but drop key must be released before
382 * fixed bug with wrong start directory when started from file browser
383 (due to this bug, R'n'D could not be started from KDE's Konqueror)
386 * fixed bug causing "change when impact" on player not working
387 * fixed wrong priority of "hitting something" over "hitting <element>"
388 * fixed wrong priority of "hit by something" over "hit by <element>"
391 * fixed graphical bug which caused the player (being Murphy) to show
392 collecting animations although the element was collected by penguin
395 * fixed two bugs causing wrong door background graphics in system.c
396 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
399 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
400 * added "no direction" to "walkable/passable from" selectbox options
403 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
404 * in tape autoplay, not only report broken, but also missing tapes
407 * uploaded pre-release (test) version 3.2.0-2 binary and source code
410 * fixed small bug with "linear" animation not working for active lamp
413 * fixed bug with moving up despite gravity due to "block last field"
414 * fixed small bug with wrong draw offset when typing name in main menu
415 * when reading user names from "passwd", ignore data after first comma
416 * when creating new "levelinfo.conf", only write some selected entries
419 * fixed displaying "imported from/by" on preview with empty string
420 * fixed ignoring draw offset for fonts used for level preview texts
423 * fixed a delay problem with SDL and too many mouse motion events
424 * added setup option "skip levels" and level skipping functionality
427 * added move speed "not moving" for non-moving CEs, but with direction
430 * fixed mapping of obsolete element token names in "editorsetup.conf"
431 * fixed bug with sound "acid.splashing" treated as a loop sound
432 * fixed some little sound bugs in native EM engine
435 * fixed small bug when dragging scrollbars to end positions
438 * added editor element descriptions written by Aaron Davidson
441 * improved fallback handling when configured artwork is not available
442 (now using default artwork instead of exiting when files not found)
445 * fixed bug on level selection screen when dragging scrollbar
448 * fixed bug which caused broken tapes when appending to EM engine tapes
451 * uploaded pre-release (test) version 3.2.0-1 binary and source code
454 * added code to replace changed artwork config tokens with other tokens
455 (needed for backwards compatibility, so that older tokens still work)
458 * added native R'n'D graphics for some new EMC elements in EM engine
461 * fixed some bugs in the EM engine integration code
462 * changed EM engine code to allow diagonal movement
463 * changed EM engine code to allow use of separate snap and drop keys
466 * fixed some redraw bugs when using EM engine
469 * fixed bug with not converting RND levels which are set to use native
470 engine to native level structure when loading
473 * uploaded pre-release (test) version 3.2.0-0 binary and source code
476 * version number set to 3.2.0
479 * level data now reset to defaults after attempt to load invalid file
482 * added use of "editorsetup.conf" for different level sets
485 * added auto-detection for various types of Emerald Mine level files
488 * fixed bug with scrollbars getting too small when list is very large
491 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
494 * added most level editor configuration gadgets for new EMC elements
497 * added more element and graphic definitions for new EMC elements
500 * modified native EM engine to use integrated R'n'D sound system
503 * added SDL support to graphics functions in native EM engine
504 (by always using generic libgame interface functions)
507 * fixed bug in frame synchronization in native EM engine
510 * added code to convert levels between R'n'D and native EM engine
513 * new Emerald Mine engine can now play levels selected in main menu
516 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
517 (which creates scaled down graphics for level editor and preview);
518 there's still a memory leak somewhere in the artwork handling code
519 * added "scale image up" functionality to X11 version of zoom function
522 * first attempts to integrate new, native Emerald Mine Club engine
525 * fixed bug in gadget code which caused reset of CEs in level editor
526 (example: pressing 'b' [grab brush] on CE config page erased values)
527 (solution: check if gadgets in ClickOnGadget() are really mapped)
528 * improved level change detection in editor (settings now also checked)
529 * fixed bug with "can move into acid" and "don't collide with" state
532 * fixed maze runner style CEs to use the configured move delay value
535 * added Aaron Davidson's tutorial level set to the "Tutorials" section
538 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
539 * fixed the above fix because it broke level set "machine" (*sigh*)
540 * fixed random element placement in level editor to work as expected
541 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
544 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
547 * fixed bug (missing array boundary check) which caused broken tapes
548 * fixed bug (when loading level template) which caused broken levels
549 * fixed bug with new block last field code when using non-yellow player
552 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
553 * internal change of how the player blocks the last field when moving
554 * fixed blocking delay of last field for EM and SP style block delay
555 * fixed bug where the player had to wait for the usual move delay after
556 unsuccessfully trying to move, when he directly could move after that
557 * the last two changes should make original Supaplex level 93 solvable
558 * improved use of random number generator to make it less predictable
559 * fixed behaviour of slippery SP elements to let slip left, then right
562 * fixed bug with wrong door state after trying to quickload empty tape
563 * fixed waste of static memory usage of the binary, making it smaller
564 * fixed very little graphical bug in Supaplex explosion
567 * version number set to 3.1.1
570 * version 3.1.0 released
573 * fixed bug with crash when writing user levelinfo.conf the first time
576 * added option "convert LEVELDIR [NR]" to command line batch commands
577 * re-converted Supaplex levels to apply latest engine fixes
578 * changed "use graphic/sound of element" to "use graphic of element"
579 due to compatibility problems with some levels ("bug machine" etc.)
582 * fixed bug with CE change replacing player with same or other player
585 * fixed bug with opaque font in envelope with background graphic when
586 background graphic is not transparent itself
589 * added "gravity on" and "gravity off" ports for Supaplex compatibility
590 * corrected original Supaplex level loading code to use these new ports
591 * also corrected Supaplex loader to auto-count infotrons if set to zero
594 * fixed bug with missing initialization of "modified" flag for GEs
597 * fixed bug that caused endless recursion loop when relocating player
598 * fixed tape recorder bug in "step mode" when using "pause before end"
599 * fixed tape recorder bug when changing from "warp forward" mode
602 * fixed bug with "when touching" for pushed elements at last position
605 * fixed bug that caused two activated toolbox buttons in level editor
606 * fixed bug with exploding dynabomb under player due to other explosion
609 * fixed bug with creating walkable custom element under player (again)
610 * fixed bug with not copying explosion type when copying CEs in editor
611 * fixed graphical bug when drawing player in setup menu (input devices)
612 * fixed graphical bug when the player is pushing an accessible element
613 * fixed bug with classic switchable elements triggering CE changes
614 * fixed bug with entering/leaving walkable element in RelocatePlayer()
615 * fixed crash bug when CE leaves behind the trigger player element
618 * fixed bug with broken tubes after placing/exploding dynamite in them
619 * fixed bug with exploding dynamite under player due to other explosion
620 * fixed bug with not resetting push delay under certain circumstances
623 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
624 * added network multiplayer code for Windows (thanks to Niko Böhm)
627 * added option "reachable despite gravity" for gravity movement
628 * changed gravity movement of most classic walkable and passable
629 elements back to "not reachable" (for compatibility reasons)
632 * fixed (removed) "indestructible" / "can explode" dependency in editor
633 * fixed (removed) "accessible inside" / "protected" dependency
634 * fixed (removed) "step mode" / "shield time" dependency
637 * fixed dynabombs exploding now into anything diggable
638 * fixed Supaplex style gravity movement into buggy base now impossible
639 * added pressing key "space" as valid action to select menu options
642 * added "replace when walkable" to relocate player to walkable element
643 * added "enter"/"leave" event for elements affected by relocation
644 * fixed "direct"/"indirect" change order also for "when change" event
645 * fixed graphical bug when pushing things from elements walkable inside
648 * fixed graphic bug when player is snapping while moving in old levels
649 * fixed bug when a moving custom element leaves a player element behind
650 * fixed bug with mole not disappearing when moving into acid pool
651 * fixed bug with incomplete path setting when using "--basepath" option
652 * moving CE can now leave walkable elements behind under the player
653 * when relocating, player can be set on walkable element now
654 * fixed another gravity movement bug
657 * uploaded pre-release (test) version 3.1.0-2 binary and source code
660 * added "collectible" and "removable" to extended replacement types
661 (where "removable" replaces "diggable" and "collectible" elements)
662 * added "collectible & throwable" (to throw element to the next field)
663 * fixed bug with CEs digging elements that are just about to explode
664 * changed mouse cursor now always being visible when game is paused
667 * added possibility to push/press accessible elements from a side that
669 * fixed bug with not setting actual date when appending to tape
672 * fixed bug with incorrectly initialized custom element editor graphics
675 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
676 - number of levels corrected from 18 to 17 in "levelinfo.conf"
679 * fixed bug with destroyed robot wheel still attracting robots forever
680 * fixed bug with time gate switch deactivating after robot wheel time
681 (while the time gate itself is not affected by this misbehaviour)
682 * changed behaviour of BD style amoeba to always get blocked by player
683 (before it was different when there were non-BD elements in level)
684 * fixed bug with player destroying indestructable elements with shield
687 * added option to make growing elements grow into anything diggable
688 (for the various amoeba types, biomaze and "game of life")
691 * fixed bug with movable elements not moving after left behind by CEs
692 * changed gravity movement to anything diggable, not only sand/base
693 * optionally allowing passing to walkable element, not only empty space
694 * added option "can pass to walkable element" for players
695 * finally fixed gravity movement (hopefully)
698 * fixed bug with movable elements not moving anymore after falling down
701 * fixed another bug with custom elements digging and leaving elements
702 * fixed bug with "along left/right side" and automatic start direction
703 * trigger elements now also displayed when "more custom" deactivated
704 * fixed bug with clipboard element initialized when loading new level
705 * added option "drop delay" to set delay before dropping next element
708 * uploaded pre-release (test) version 3.1.0-1 binary and source code
711 * added copy and paste functions for custom change pages
712 * enhanced graphical display and functionality of tape recorder
713 * fixed bug with custom elements digging and leaving elements
716 * added move speed faster than "very fast" for custom elements
717 * fixed bug with 3+3 style explosions and missing border content
718 * fixed little bug when copying custom elements in the editor
719 * enhanced custom element changes by more side trigger actions
722 * added option "no scrolling when relocating" for instant teleporting
723 * uploaded pre-release (test) version 3.1.0-0 binary and source code
726 * added trigger element and trigger player to use as target elements
727 * added copy and paste functions for custom and group elements
730 * fixed graphical bug when displaying explosion animations
731 * fixed bug when appending to tapes, resulting in broken tapes
732 * re-recorded a few tapes broken by fixing gravity checking bug
735 * "can move into acid" property now for all elements independently
736 * "can fall into acid" property for player stored in same bitfield now
737 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
738 * version number set to 3.1.0 (finally!)
741 * changed tape recording to only record input, not programmed actions
744 * fixed totally broken (every 8th frame skipped) step-by-step recording
745 * fixed bug with requester not displayed when quick-loading interrupted
746 * added option "can fall into acid (with gravity)" for players
747 * fixed bug with player not falling when snapping down with gravity
750 * fixed bug which messed up key config when using keypad number keys
753 * fixed bug which allowed moving upwards even when gravity was active
754 * fixed bug with missing error handling when dumping levels or tapes
757 * added different colored editor graphics for Supaplex gravity tubes
760 * fixed bug that allowed solvable tapes for unsolvable levels
763 * use unlimited number of droppable elements when "count" set to zero
764 * added option to use step limit instead of time limit for level
767 * added player and change page as trigger for custom element change
770 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
773 * fixed bug with dark yamyam changing to acid when moving over acid
774 * fixed handling of levels with more than 999 seconds level time
775 (example: level 76 of "Denmine")
778 * "spring push bug" reintroduced as configurable element property
779 * fixed bug with missing properties for "mole"
780 * fixed bug that showed up when fixing the above "mole" properties bug
781 * added option "can move into acid" for all movable elements
782 * fixed graphical bug for elements moving into acid
783 * changed event handling to handle all pending events before going on
786 * fixed bug which caused all CE change pages to be ignored which had
787 the same change event, but used a different element side
788 (reported by Simon Forsberg)
790 * fixed bug which caused elements that can move and fall and that are
791 transported by a conveyor belt to continue moving into that direction
792 after leaving the conveyor belt, regardless of their own movement
793 type; only elements which can not move are transported now
794 (reported by Simon Forsberg)
796 * fixed bug which could cause an array overflow in RelocatePlayer()
797 (reported by Niko Böhm)
799 * changed Emerald Mine style "passable / over" elements to "protected"
800 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
802 * added new option to select from which side a "walkable/passable"
803 element can be entered
806 * added explosion and ignition delay for elements that can explode
809 * fixed bug which caused player not being protected against enemies
810 when a CE was "walkable / inside" and was not "indestructible"
811 * added "walkable/passable" fields to be "protected/unprotected"
812 against enemies, even if not accessible "inside" but "over/under"
815 * corrected move pattern to 32 bit and initial move direction to 8 bit
818 * added second custom element base configuration page
821 * added some special EMC mappings to Emerald Mine level loader
822 (also covering previously unknown element in level 0 of "Bondmine 8")
825 * added option to block last field when player is moving (for Supaplex)
826 * adjusted push delay of Supaplex elements
827 * removed delays for envelopes etc. when replaying with maximum speed
828 * fixed bug when dropping element on a field that just changed to empty
831 * fixed bug: infotrons can now smash yellow disks
832 * fixed bug: when gravity active, port above player can now be entered
833 * removed "one white dot" mouse pointer which irritated some people
836 * added "choice type" for group element selection
839 * fixed bug with initial invulnerability of non-yellow player
842 * added level loader for loading native Supaplex packed levels
843 (including multi-part levels like the "splvls99" levels)
846 * fixed bug which allowed creating emeralds by escaping explosions
849 * custom elements can change (limited) or leave (unlimited) elements
850 * finally added multiple matches using group elements
851 * added shortcut to dump brush (type ":DB" in editor) for use in forum
854 * added new start movement type "previous" for continued CE movement
855 * added new start movement type "random" for random CE movement start
858 * added new element "sokoban_field_player" needed for Sokoban levels
859 (thanks to Ed Booker for pointing this out!)
862 * added elements that can be digged or left behind by custom elements
865 * added group elements for multiple matches and random element creation
868 * fixed some graphical errors displayed in old levels
871 * fixed wrong double speed movement after passing closing gates
874 * added level loader for loading native Emerald Mine levels
877 * changes for "shooting" style CE movement
880 * Happy New Year! ;-)
883 * changed default snap/drop keys from left/right Shift to Control keys
886 * fixed bug with dead player getting reanimated from custom element
889 * fixed bug with wrong penguin graphics (when entering exit)
892 * fixed bug with wrong "Murphy" graphics (when digging etc.)
895 * version number set to 3.0.9
898 * version 3.0.8 released
901 * added function checked_free()
904 * fixed bug with double nut cracking sound
905 (by eliminating "default element action sound" assignment in init.c)
908 * fixed crash when no music info files are available
911 * fixed boring and sleeping sounds
914 * added "maze runner" and "maze hunter" movement types
915 * added extended collision conditions for custom elements
918 * added warnings for undefined token values in artwork config files
921 * added menu entry for level set information to the info screen
924 * fixed bug with wrong default impact sound for colored emeralds
927 * added several sub-screens for the info screen
928 * menu text now also clickable (not only blue/red sphere left of it)
931 * added configurable "bored" and "sleeping" animations for the player
932 * added "awakening" sound for player when waking up after sleeping
935 * added "copy" and "exchange" functions for custom elements to editor
938 * added configurable element animations for info screen
941 * added configurable music credits for info screen
944 * finally fixed tape recording when player is created from CE change
947 * added "editorsetup.conf" for editor element list configuration
950 * added "musicinfo.conf" for menu and level music configuration
953 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
954 (that only showed up on Linux, but not on Windows systems)
957 * fixed turning movement of butterflies and fireflies (no frame reset)
958 * enhanced sniksnak turning movement (two steps instead of only one)
961 * version number set to 3.0.8
964 * version 3.0.7 released
967 * fixed reset of player animation frame when, for example,
968 walking, digging or collecting share the same animation
969 * fixed CE with "deadly when touching" exploding when touching amoeba
972 * fixed tape recording when player is created from CE element change
975 * introduced "turning..." action graphic for elements with move delay
976 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
977 * added turning animations for bug, spaceship and sniksnak
980 * prevent "extended" changed elements from delay change in same frame
983 * fixed bug when pushing element that can move away to the side
984 (like pushing falling elements, but now with moving elements)
987 * finally fixed serious bug in code for delayed element pushing (again)
990 * unavailable setup options now marked as "n/a" instead of "off"
991 * new boolean directive "latest_engine" for "levelinfo.conf": when set
992 to "true", levels are always played with the latest game engine,
993 which is desired for levels that are imported from other games; all
994 other levels are played with the engine version stored in level file
995 (which is normally the engine version the level was created with)
998 * fixed serious bug in code for delayed element pushing
999 * fixed little bug in animation frame selection for pushed elements
1000 * speed-up of reading config file for verbose output
1003 * added configuration option for opening and closing Supaplex exit
1004 * added configuration option for moving up/down animation for Murphy
1005 * fixed incorrectly displayed animation for attacking dragon
1006 * fixed bug with not setting initial gravity for each new game
1007 * fixed bug with teleportation of player by custom element change
1008 * fixed bug with player not getting smashed by rock sometimes
1011 * version number set to 3.0.7
1014 * version 3.0.6 released
1017 * added support for MP3 music for SDL version through SMPEG library
1020 * fixed bug when initializing font graphic structure
1021 * fixed bug with animation mode "pingpong" when using only 1 frame
1022 * fixed bug with extended change target introduced in 3.0.5
1023 * fixed bug where passing over moving element doubles player speed
1024 * fixed bug with elements continuing to move into push direction
1025 * fixed bug with duplicated player when dropping bomb with shield on
1026 * added "switching" event for custom elements ("pressing" only once)
1027 * fixed switching bug (resetting flag when not switching but not idle)
1030 * fixed element tokens for certain file elements with ".active" etc.
1033 * version number set to 3.0.6
1036 * version 3.0.5 released
1039 * now four envelope elements available
1040 * font, background, animation and sound for envelope now configurable
1041 * main menu doors opening/closing animation type now configurable
1044 * active/inactive sides configurable for custom element changes
1045 * new movement type "move when pushed" available for custom elements
1048 * fixed bug in multiple config pages loader code that caused crashes
1051 * enhanced (remaining low-resolution) Supaplex graphics
1054 * version number set to 3.0.5
1057 * version 3.0.4 released
1059 2003-09-12 src/tools.c
1060 * fixed bug in custom definition of crumbled element graphics
1062 2003-09-11 src/files.c
1063 * fixed bug in multiple config pages code that caused crashes
1066 * version number set to 3.0.4
1069 * version 3.0.3 released
1072 * added music to Supaplex classic level set
1074 2003-09-07 src/libgame/misc.c
1075 * added support for loading various music formats through SDL_mixer
1077 2003-09-06 (various source files)
1078 * fixed several nasty bugs that may have caused crashes on some systems
1079 * added envelope content which gets displayed when collecting envelope
1080 * added multiple change event pages for custom elements
1082 2003-08-24 src/game.c
1083 * fixed problem with player animation when snapping and moving
1085 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1086 * fixed problem with flickering when drawing toon animations
1088 2003-08-23 src/libgame/sdl.c
1089 * fixed problem with setting mouse cursor in SDL version in fullscreen
1091 2003-08-23 src/game.c
1092 * fixed bug (missing array boundary check) which could crash the game
1095 * version number set to 3.0.3
1098 * version 3.0.2 released
1100 2003-08-21 src/game.c
1101 * fixed bug with creating inaccessible elements at player position
1103 2003-08-20 src/init.c
1104 * fixed bug with not finding current level artwork directory
1106 2003-08-20 src/files.c
1107 * fixed bug with choosing wrong engine version when playing tapes
1108 * fixed bug with messing up custom element properties in 3.0.0 levels
1111 * version number set to 3.0.2
1114 * version 3.0.1 released
1116 2003-08-17 (no source files affected)
1117 * changed all "classic" PCX image files with 16 colors or less to
1118 256 color (8 bit) storage format, because the Allegro game library
1119 cannot handle PCX files with less than 256 colors (contributed
1120 graphics are not affected and might look wrong in the DOS version)
1122 2003-08-16 src/init.c
1123 * fixed bug which (for example) crashed the level editor when defining
1124 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1125 (only set to default) -- invalid graphics now set to default graphic
1127 2003-08-16 src/init.c
1128 * fixed graphical bug of player digging/collecting/snapping element
1129 when no corresponding graphic/animation is defined for this action,
1130 resulting in player being drawn as EL_EMPTY (which should only be
1131 done to elements being collected, but not to the player)
1133 2003-08-16 src/game.c
1134 * fixed small graphical bug of player not totally moving into exit
1136 2003-08-16 src/libgame/setup.c
1137 * fixed bug with wrong MS-DOS 8.3 filename conversion
1139 2003-08-16 src/tools.c
1140 * fixed bug with invisible mouse cursor when pressing ESC while playing
1142 2003-08-16 (various source files)
1143 * added another 128 custom elements (disabled in editor by default)
1145 2003-08-16 src/editor.c
1146 * fixed NULL string bug causing Solaris to crash in sprintf()
1148 2003-08-16 src/screen.c
1149 * fixed drawing over scrollbar on level selection with custom fonts
1151 2003-08-15 src/game.c
1152 * cleanup of simple sounds / loop sounds / music settings
1154 2003-08-08 (various source files)
1155 * added custom element property for dropping collected elements
1157 2003-08-08 src/conf_gfx.c
1158 * fixed bug with missing graphic for active red disk bomb
1160 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1161 * extended variable "level.gravity" to "level.initial_gravity" and
1162 "game.current_gravity" to prevent level setting from being changed
1163 by playing the level (keeping the runtime value after playing)
1165 * fixed graphics bug when digging element that has 'crumbled' graphic
1166 definition, but not 'diggable' graphic definition
1169 * version number set to 3.0.1
1172 * version 3.0.0 released
1175 * various bug fixes; among others:
1176 - fixed bug with pushing spring over empty space
1177 - fixed bug with leaving tube while placing dynamite
1178 - fixed bug with explosion of smashed penguins
1179 - allow Murphy player graphic in levels with non-Supaplex elements
1183 * I have forgotten to document changes for some time
1186 * pre-release version 2.2.0rc1 released
1189 * version number set to 2.1.2
1192 * version 2.1.1 released
1195 * version number set to 2.1.1
1198 * version 2.1.0 released
1201 * version number set to 2.1.0
1203 2002-04-03 to 2002-05-19 (various source files)
1204 * graphics, sounds and music now fully configurable
1205 * bug fixed that prevented walking through tubes when gravity on
1207 2002-04-02 src/events.c, src/editor.c
1208 * Make Escape key less aggressive when playing or when editing level.
1209 This can be configured as an option in the setup menu. (Default is
1210 "less aggressive" which means "ask user if something can be lost"
1211 when pressing the Escape key.)
1213 2002-04-02 src/screen.c
1214 * Added "graphics setup" screen.
1216 2002-04-01 src/screen.c
1217 * Changed "choose level" setup screen stuff to be more generic (to
1218 make it easier to add more "choose from generic tree" setup screens).
1220 2002-04-01 src/config.c, src/timestamp.h
1221 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1222 automatically gets created by "src/Makefile" and contains an actual
1223 compile-time timestamp to identify development versions of the game).
1225 2002-03-31 src/tape.c, src/events.c
1226 * Added quick game/tape save/load functions to tape stuff which can be
1227 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1228 loads previously recorded tape and directly goes into recording mode
1229 from the end of the tape (therefore appending to the tape).
1231 2002-03-31 src/tape.c
1232 * Added "index mark" function to tape recorder. When playing or
1233 recording, "eject" button changes to "index" button. Setting index
1234 mark is not yet implemented, but pressing index button when playing
1235 allows very quick advancing to end of tape (when normal playing),
1236 very fast forward mode (when playing with normal fast forward) or
1237 very fast reaching of "pause before end of tape" (when playing with
1238 "pause before end" playing mode).
1240 2002-03-30 src/cartoons.c
1241 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1243 2002-03-29 src/screen.c
1244 * Changed setup screen stuff to be more generic (to make it easier
1245 to add more setup screens).
1247 2002-03-23 src/main.c, src/main.h
1248 * Various changes due to the introduction of the new libgame files
1249 "setup.c" and "joystick.c".
1251 2002-03-23 src/files.c
1252 * Generic parts of "src/files.c" (mainly setup and level directory
1253 stuff) moved to new libgame file "src/libgame/setup.c".
1255 2002-03-23 src/joystick.c
1256 * File "src/joystick.c" moved to libgame source tree, with
1257 correspondig changes.
1259 2002-03-22 src/screens.c
1260 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1261 (Wrong level series information displayed when entering main group.)
1263 2002-03-22 src/editor.c
1264 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1266 2002-03-22 src/editor.c
1267 * Changed behaviour of "Escape" key in level editor to be more
1268 intuitive: When in "Element Properties" or "Level Info" mode,
1269 return to "Drawing Mode" instead of leaving the level editor.
1271 2002-03-21 src/game.c, src/editor.c, src/files.c
1272 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1273 gems (emeralds, diamonds, ...) slipping down from normal wall,
1274 steel wall and growing wall (as in E.M.C. style levels). Although
1275 the behaviour of contributed and private levels wasn't changed (due
1276 to the use of "level.game_version"; see previous entry), editing
1277 those levels will (of course) change the behaviour accordingly.
1279 This change seems a bit too hard after thinking about it, because
1280 the EM style behaviour is not the "expected" behaviour (gems would
1281 normally only slip down from "rounded" walls). Therefore this was
1282 now changed to an element property for gem style elements, with the
1283 default setting "off" (which means: no special EM style behaviour).
1284 To fix older converted levels, this flag is set to "on" for pre-2.0
1285 levels that are neither contributed nor private levels.
1287 2002-03-20 src/files.h
1288 * Corrected settings for "level.game_version" depending of level type.
1289 (Contributed and private levels always get played with game engine
1290 version they were created with, while converted levels always get
1291 played with the most recent version of the game engine, to let new
1292 corrections of the emulation behaviour take effect.)
1294 2002-03-20 src/main.h
1295 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1296 compiling the SDL version on some systems.
1297 Thanks to the several people who pointed this out.
1300 * Version number set to 2.0.2.
1303 * Version 2.0.1 released.
1305 2002-03-18 src/screens.c
1306 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1308 2002-03-18 src/files.c [src/libgame/misc.c]
1309 * Moved some common functions from src/files.c to src/libgame/misc.c.
1311 2002-03-18 src/files.c [src/libgame/misc.c]
1312 * Changed permissions for new directories and saved files (especially
1313 score files) according to suggestions of Debian users and mantainers.
1314 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1316 2002-03-17 src/files.c
1317 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1318 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1319 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1320 for levels and "TAPE" for tapes). Old "cookie" style format is
1321 still supported for reading. New level and tape files are written
1324 * New IFF chunk "VERS" contains version numbers for file and game
1325 (where "game version" is the version of the program that wrote the
1326 file, and "file version" is a version number to distinguish files
1327 with different format, for example after adding new features).
1329 2002-03-15 src/screen.c
1330 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1331 (Before, you heard a mixture of the in-game music and the
1332 hall-of-fame music.)
1334 2002-03-14 src/events.c
1335 * Function "DumpTape()" (files.c) now available by pressing 't' from
1336 main menu (when in DEBUG mode).
1338 2002-03-14 src/game.c
1339 * "GameWon()": When game was won playing a tape, now there is no delay
1340 raising the score and no corresponding sound is played.
1342 2002-03-14 src/files.c
1343 * Changed "LoadTape()" for real chunk support and also adjusted
1344 "SaveTape()" accordingly.
1346 2002-03-14 src/game.c, src/tape.c, src/files.c
1347 * Important changes to tape format: The old tape format stored all
1348 actions with a real effect with a corresponding delay between the
1349 stored actions. This had some major disadvantages (for example,
1350 push delays had to be ignored, pressing a button for some seconds
1351 mutated to several single button presses because of the non-action
1352 delays between two action frames etc.). The new tape format just
1353 stupidly records all device actions and replays them later. I really
1354 don't know why I haven't solved it that way before?! Old-style tapes
1355 (with tape file version less than 2.0) get converted to the new
1356 format on-the-fly when loading and can therefore still be played;
1357 only some minor parts of the old-style tape handling code was needed.
1358 (A perfect conversion is not possible, because there is information
1359 missing about the device actions between two action frames.)
1361 2002-03-14 src/files.c
1362 * New function "DumpTape()" to dump the contents of the current tape
1363 in a human readable format.
1365 2002-03-14 src/game.c
1366 * Small tape bug fixed: When automatically advancing to next level
1367 after a game was won, the tape from the previous level still was
1368 loaded as a tape for the new level.
1370 2002-03-14 src/tape.c
1371 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1372 tape, cartoons did not get completely removed because
1373 StopAnimation() was not called.
1375 2002-03-13 src/files.c
1376 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1377 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1378 size even when using 16-bit elements). Added new chunk "CNT2" for
1379 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1380 chunk even when content was 16-bit element). "CNT2" should now be
1381 able to store content for arbitrary elements (up to eight blocks of
1382 3 x 3 element arrays). All "CNT2" elements will always be stored as
1383 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1385 2002-03-13 src/files.c
1386 * Changed "LoadLevel()" for real chunk support.
1388 2002-03-12 src/game.c
1389 * Fixed problem (introduced after 2.0.0 release) with penguins
1390 not getting killed by enemies
1392 2002-02-24 src/game.c, src/main.h
1393 * Added "player->is_moving"; now "player->last_move_dir" does
1394 not contain any information if the player is just moving at
1396 Before, "player->last_move_dir" was misused for this purpose
1397 for the robot stuff (robots don't kill players when they are
1398 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1399 broke tapes when walking through pipes!
1400 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1401 in a continuous movement. This fact is ignored for friends and