2 * version 3.2.1 released
5 * general code cleanup (removing many annoying "#if 0" blocks etc.)
8 * fixed bug that caused broken tapes when manually appending to tapes
9 using the "pause before death" functionality, followed by recording
10 * added setup option to disable fading of screens for faster testing
13 * code cleanup of new fading functions
16 * changed behaviour after solved game -- do not immediately stop engine
17 * added some more smooth screen fadings (game start, hall of fame etc.)
20 * fixed bug with displaying pushed CE with value/score/delay anim_mode
23 * added configurable level preview position, tile size and dimensions
24 * added configurable game panel value positions (gems, time, score etc.)
27 * fixed small bug with time displayed incorrectly when collecting CEs
30 * fixed bug with bumpy scrolling with EM engine in double player mode
33 * added compatibility code to fix "Snake Bite" style levels that were
34 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
37 * fixed bug with scrollbars inside editor when using the Windows mouse
38 enhancement tool "True X-Mouse" (which injects key events to the event
39 queue to insert selected stuff into the Windows clipboard, which gets
40 confused with the "Insert" key for jumping to the last editor cascade
41 block in the element list)
42 * added Rocks'n'Diamonds icon for use as window icon to SDL version
43 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
46 * added selection of preferred fullscreen mode to setup / graphics menu
47 (useful if default mode 800 x 600 does not match screen aspect ratio)
50 * improved down-scaling of images for better level and preview graphics
51 * changed user data directory for Mac OS X from Unix style to new place
54 * improved level number selection in main menu and player selection in
55 setup menu (input devices section) by using standard button gadgets
56 * added support for mouse scroll wheel (caused buggy behaviour before)
57 * added support for scrolling horizontal scrollbars with mouse wheel by
58 holding "Shift" key pressed while scrolling the wheel
59 * added support for single step mouse wheel scrolling by holding "Alt"
60 key pressed while scrolling the wheel (can be combined with "Shift")
61 * changed output file "stderr.txt" on Windows platform now always to be
62 created in the R'n'D sub-directory of the personal documents directory
63 * added Windows message box to direct to "stderr.txt" after error aborts
66 * improved general scrollbar handling (when jump-scrolling scrollbars)
69 * changed scrollbars to always show last line as first after scrolling
70 (that means jumping n - 1 screen lines instead of n screen lines)
73 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
74 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
75 * fixed special handling of vertically stacked acid becoming fake acid
78 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
79 affect multiple instances of the same CE, although this kind of
80 change condition usually only affects one single custom element
83 * version number set to 3.2.1
86 * version 3.2.0 released
89 * reorganized level editor element list a bit to match engines better
92 * fixed newly introduced bug with wrongly initializing clipboard element
95 * fixed bug with displaying visible/invisible level border in editor
98 * reorganized some elements in the level editor element list
101 * fixed bug with displaying any player as "yellow" when moving into acid
102 * fixed bug with displaying running player when player stopped at border
105 * fixed bug with player exploding when moving into acid
106 * fixed bug with level settings being reset in editor and when playing
107 (some compatibility settings being set not only after level loading)
108 * fixed crash bug when number of custom graphic frames was set to zero
109 * fixed bug with teleporting player on walkable tile not working anymore
110 * added partial compatibility support for pre-release-only "CONF" chunk
111 (to make Alan Bond's "color cycle" demo work again :-) )
114 * fixed some bugs when displaying title screens from info screen menu
115 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
118 * changed file major version to 3 to reflect level file format changes
119 * uploaded pre-release (test) version 3.2.0-8 binary and source code
122 * added new chunk "NAME" to level file format for level name settings
123 * added new chunk "NOTE" to level file format for envelope settings
124 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
125 * updated magic(5) file to recognize changed and new level file chunks
126 * removed change events "change when CE value/score changes" as unneeded
129 * changed gravity (which only affects the player) from level property
130 to player property (only makes a difference in multi-player levels)
131 * added change events "change when CE value/score changes"
132 * added change events "change when CE value/score changes of <element>"
135 * added new chunk "INFO" to level file format for global level settings
136 * added all element settings from "HEAD" chunk to "CONF" chunk
137 * added all global level settings from "HEAD" chunk to "INFO" chunk
140 * changed level file format by adding two new chunks "CUSX" (for custom
141 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
142 elements, replacing the previous "GRP1" chunk); these new IFF style
143 chunks use the new and flexible "micro chunks inside chunks" technique
144 already used with the new "CONF" chunk (for normal element properties)
145 which makes it possible to easily extend the existing level format
146 (instead of using fixed-length chunks like before, which are either
147 too big due to reserved bytes for future use, or too small when those
148 reserved bytes have all been used and even more data should be stored,
149 requiring the replacement by new and larger chunks just like it went
150 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
153 * added credits pages to the "credits" section that were really missing
154 * added some missing element descriptions to the level editor
155 * added down position of switchgate switch to the level editor
156 and allowed the use of both switch positions at the same time
157 * changed use of "Insert" and "Delete" keys to navigate element list in
158 level editor to start of previous or next cascading block of elements
161 * added the possibility to view the title screen to the info screen menu
162 * fixed some minor bugs with viewing title screens
165 * fixed bug with title (cross)fading in/out when using fullscreen mode
168 * fixed bug that forced re-defining of menu settings in local graphics
169 config file which are already defined in existing base config file
170 * fixed small bug that caused door sounds playing when music is enabled
173 * added the possibility to define up to five title screens for each
174 level set that are displayed after loading using (cross)fading in/out
175 (this was added to display the various start images of the EMC sets)
178 * added "CE score gets zero [of]" to custom element trigger conditions
179 * added setup option to display element token name in level editor
182 * added compatibility code for Juergen Bonhagen's menu artwork settings
185 * fixed bug with displaying wrong animation frame 0 after CE changes
186 * fixed bug with creating invisible elements when light switch is on
189 * added selection between ECS and AGA graphics for EMC levels to setup
192 * adjusted font handling for various narrow EMC style fonts
195 * changed EM engine behaviour back to re-allow initial rolling springs
198 * fixed handling of over-large selectboxes (less error-prone now)
199 * fixed bug when creating GE with walkable element under the player
202 * added use of "Insert" and "Delete" keys to navigate element list in
203 level editor to start of custom elements or start of group elements
204 * added virtual elements to access CE value and CE score of elements:
205 - "CE value of triggering element"
206 - "CE score of triggering element"
207 - "CE value of current element"
208 - "CE score of current element"
211 * fixed "grass" to "sand" in older EM levels (up to file version V4)
214 * changed behaviour of network games with internal errors (because of
215 different client frame counters) from immediately terminating R'n'D
216 to displaying an error message requester and stopping only the game
217 (also to prevent impression of crashes under non command-line runs)
218 * fixed playing network games with the EMC engine (did not work before)
219 * fixed bug with not scrolling the screen in multi-player mode with the
220 focus on player 1 when all players are moving in different directions
221 * fixed bug with keeping pointer to gadget even after its deallocation
222 * fixed bug with allowing "focus on all players" in network games
223 * fixed bug with player focus when playing tapes from network games
226 * uploaded pre-release (test) version 3.2.0-7 binary and source code
229 * code cleanup for game action control for R'n'D and EMC game engine
232 * fixed bug in multi-player movement with focus on both players
233 * added option to control only the focussed player with all input
236 * added player focus switching to level tape recording and re-playing
239 * fixed some bugs in player focus switching in EMC and RND game engine
242 * added special Supaplex animations for Murphy digging and snapping
243 * added special Supaplex animations for Murphy being bored and sleeping
246 * added four new yam yams with explicit start direction for EMC engine
247 * fixed bug in src/libgame/text.c with printing text outside the window
250 * fixed small bug in EMC level loader (copyright sign in EM II levels)
253 * added delayed ignition of EM style dynamite when used in R'n'D engine
254 * added limited movement range to EMC engine when focus on all players
257 * fixed bug with missing (zero) score values for native Supaplex levels
260 * added "continuous snapping" (snapping many elements while holding the
261 snap key pressed, without releasing the snap key after each element)
262 as a new player setting for more compatibility with the classic games
265 * finished scrolling for "focus on all players" in EMC graphics engine
268 * level sets with "levels: 0" are ignored for levels, but not artwork
269 * fixed bug when scanning empty level group directories (endless loop)
272 * fixed bug with explosion graphic for player using "Murphy" graphic
273 * fixed bug with explosion graphic if player leaves explosion in time
274 * changed some descriptive text in setup menu to use medium-width font
275 * added key shortcut settings for switching player focus to setup menu
278 * fixed bug with random value initialization when recording tapes
279 * fixed bug with playing single player tapes when team mode activated
282 * fixed little bug when trying to switch to player that does not exist
285 * added player switching (visual and quick) to R'n'D and EM game engine
286 * added setup option to select visual or quick in-game player switching
289 * added use of "Home" and "End" keys to handle element list in editor
292 * fixed bug with adding score when playing tape with EMC game engine
293 * added steel wall border for levels using EMC engine without border
294 * finally fixed delayed scrolling in EMC engine also for small levels
297 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
300 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
301 * fixed bug when displaying info element without action, but direction
304 * fixed minor graphical problems with springs smashing and slurping
305 (when using R'n'D style graphics instead of EMC style graphics)
308 * added scroll delay (as configured in setup) to EMC graphics engine
311 * improved screen redraw for EMC graphics engine (faster and smoother)
312 * when not scrolling, do not redraw the whole playfield if not needed
315 * added multi-player mode for EMC game engine (with up to four players)
318 * added android (can clone elements) from EMC engine to R'n'D engine
321 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
324 * added selectbox for initial player speed to player settings in editor
327 * version 3.1.2 created that is basically version 3.1.1, but with a
328 major bug fixed that prevented editing your own private levels
329 * version 3.1.2 released
332 * added magic ball (creates elements) from EMC engine to R'n'D engine
335 * uploaded fixed pre-release version 3.2.0-6 binary and source code
338 * fixed bug when using "CE can leave behind <trigger element>"
339 * added new change condition "(after/when) creation of <element>"
340 * added new change condition "(after/when) digging <element>"
341 * fixed bug accessing invalid gadget that caused crashes under Windows
342 * deactivated new possibility for multiple CE changes per frame
345 * uploaded pre-release (test) version 3.2.0-6 binary and source code
348 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
349 * fixed bug with not keeping CE value for moving CEs with only action
350 * changed CE action selectboxes in editor to be only reset when needed
353 * added option "use artwork from element" for custom player artwork
354 * added option "use explosion from element" for player explosions
357 * added cascaded element lists in the level editor
358 * added persistence for cascaded element lists by "editorcascade.conf"
359 * added dynamic element list with all elements used in current level
360 * added possibility for multiple CE changes per frame (experimental)
363 * uploaded pre-release (test) version 3.2.0-5 binary and source code
366 * changed "score for each 10 seconds/steps left" to "1 second/step"
367 * added own score for collecting "extra time" instead of sharing it
368 * added change events "switched by player" and "player switches <e>"
369 * added change events "snapped by player" and "player snaps <e>"
370 * added "set player artwork: <element choice>" to CE action options
371 * added change event "move of <element>"
374 * added "set player shield: off / normal / deadly" to CE action options
375 * added new player option "use level start element" in level editor
376 to set the correct focus at level start to elements from which the
377 player is created later (this did not work before for cascaded CE
378 changes resulting in creation of the player; it is now also possible
379 to create the player from a yam yam which is smashed at level start)
382 * added "set player speed: frozen (not moving)" to CE action options
383 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
386 * added new player option "block snap field" (enabled by default) to
387 make it possible to show a snapping animation like in Emerald Mine
390 * added dynamic selectboxes to custom element action settings in editor
391 * added "CE value" counter for custom elements (instead of "CE count")
392 * added option to use the last "CE value" after custom element change
393 * added option to use the "CE value" of other elements in CE actions
394 * fixed odd behaviour when pressing time orb in levels w/o time limit
395 * added checkbox "use time orb bug" for older levels that use this bug
398 * added missing configuration settings for the following elements:
399 - EL_TIMEGATE_SWITCH (time of open time gate)
400 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
401 - EL_SHIELD_NORMAL (time of shield duration)
402 - EL_SHIELD_DEADLY (time of shield duration)
403 - EL_EXTRA_TIME (time added to level time)
404 - EL_TIME_ORB_FULL (time added to level time)
407 * added "wind direction" as a movement pattern for custom elements
408 * added initial wind direction for balloon / custom elements to editor
409 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
412 * added parameters for "game of life" and "biomaze" elements to editor
415 * added level file chunk "CONF" for generic level and element settings
418 * uploaded pre-release (test) version 3.2.0-4 binary and source code
421 * skip empty level sets (with "levels: 0"; may be artwork base sets)
422 * added sound action ".page[1]" to ".page[32]" for each CE change page
425 * added image config suffix ".clone_from" to copy whole image settings
426 * fixed bug with invalid ("undefined") CE settings in old level files
429 * fixed graphical bug with smashing elements falling faster than player
432 * fixed major bug which prevented private levels from being edited
433 * fixed bug with precedence of general and special font definitions
436 * fixed graphical bug with player animation when player moves slowly
439 * uploaded pre-release (test) version 3.2.0-3 binary and source code
442 * fixed bug which prevented "global.num_toons: 0" from working
445 * major code cleanup (removed all these annoying "#if 0" blocks)
448 * added custom element actions for CE change page in level editor
451 * fixed music initialization bug in init.c (thanks to David Binderman)
452 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
453 (this bug must probably be fixed at other places, too)
456 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
457 (should be '#include <SDL.h>' instead)
460 * fixed bug which prevented "walkable from no direction" from working
461 (due to compatibility code overwriting this setting after loading)
464 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
467 * version number temporarily set to 3.1.1 (intermediate bugfix release)
468 * version 3.1.1 released
471 * changed some va_arg() arguments from 'long' to 'int', fixing problems
472 on 64-bit architecture systems with LP64 data model
475 * fixed bug with bombs not exploding when hitting the last level line
476 (introduced after the release of 3.1.0)
479 * added support for dumping small-sized level sketches from editor
482 * added recognition of "trigger element" for "change digged element to"
483 (this is not really what the "trigger element" was made for, but its
484 use may seem obvious for leaving back digged elements unchanged)
487 * fixed multiple warnings about failed joystick device initialization
490 * fixed bug with dynamite dropped on top of just dropped custom element
491 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
492 dynamite can still be dropped, but drop key must be released before
495 * fixed bug with wrong start directory when started from file browser
496 (due to this bug, R'n'D could not be started from KDE's Konqueror)
499 * fixed bug causing "change when impact" on player not working
500 * fixed wrong priority of "hitting something" over "hitting <element>"
501 * fixed wrong priority of "hit by something" over "hit by <element>"
504 * fixed graphical bug which caused the player (being Murphy) to show
505 collecting animations although the element was collected by penguin
508 * fixed two bugs causing wrong door background graphics in system.c
509 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
512 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
513 * added "no direction" to "walkable/passable from" selectbox options
516 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
517 * in tape autoplay, not only report broken, but also missing tapes
520 * uploaded pre-release (test) version 3.2.0-2 binary and source code
523 * fixed small bug with "linear" animation not working for active lamp
526 * fixed bug with moving up despite gravity due to "block last field"
527 * fixed small bug with wrong draw offset when typing name in main menu
528 * when reading user names from "passwd", ignore data after first comma
529 * when creating new "levelinfo.conf", only write some selected entries
532 * fixed displaying "imported from/by" on preview with empty string
533 * fixed ignoring draw offset for fonts used for level preview texts
536 * fixed a delay problem with SDL and too many mouse motion events
537 * added setup option "skip levels" and level skipping functionality
540 * added move speed "not moving" for non-moving CEs, but with direction
543 * fixed mapping of obsolete element token names in "editorsetup.conf"
544 * fixed bug with sound "acid.splashing" treated as a loop sound
545 * fixed some little sound bugs in native EM engine
548 * fixed small bug when dragging scrollbars to end positions
551 * added editor element descriptions written by Aaron Davidson
554 * improved fallback handling when configured artwork is not available
555 (now using default artwork instead of exiting when files not found)
558 * fixed bug on level selection screen when dragging scrollbar
561 * fixed bug which caused broken tapes when appending to EM engine tapes
564 * uploaded pre-release (test) version 3.2.0-1 binary and source code
567 * added code to replace changed artwork config tokens with other tokens
568 (needed for backwards compatibility, so that older tokens still work)
571 * added native R'n'D graphics for some new EMC elements in EM engine
574 * fixed some bugs in the EM engine integration code
575 * changed EM engine code to allow diagonal movement
576 * changed EM engine code to allow use of separate snap and drop keys
579 * fixed some redraw bugs when using EM engine
582 * fixed bug with not converting RND levels which are set to use native
583 engine to native level structure when loading
586 * uploaded pre-release (test) version 3.2.0-0 binary and source code
589 * version number set to 3.2.0
592 * level data now reset to defaults after attempt to load invalid file
595 * added use of "editorsetup.conf" for different level sets
598 * added auto-detection for various types of Emerald Mine level files
601 * fixed bug with scrollbars getting too small when list is very large
604 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
607 * added most level editor configuration gadgets for new EMC elements
610 * added more element and graphic definitions for new EMC elements
613 * modified native EM engine to use integrated R'n'D sound system
616 * added SDL support to graphics functions in native EM engine
617 (by always using generic libgame interface functions)
620 * fixed bug in frame synchronization in native EM engine
623 * added code to convert levels between R'n'D and native EM engine
626 * new Emerald Mine engine can now play levels selected in main menu
629 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
630 (which creates scaled down graphics for level editor and preview);
631 there's still a memory leak somewhere in the artwork handling code
632 * added "scale image up" functionality to X11 version of zoom function
635 * first attempts to integrate new, native Emerald Mine Club engine
638 * fixed bug in gadget code which caused reset of CEs in level editor
639 (example: pressing 'b' [grab brush] on CE config page erased values)
640 (solution: check if gadgets in ClickOnGadget() are really mapped)
641 * improved level change detection in editor (settings now also checked)
642 * fixed bug with "can move into acid" and "don't collide with" state
645 * fixed maze runner style CEs to use the configured move delay value
648 * added Aaron Davidson's tutorial level set to the "Tutorials" section
651 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
652 * fixed the above fix because it broke level set "machine" (*sigh*)
653 * fixed random element placement in level editor to work as expected
654 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
657 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
660 * fixed bug (missing array boundary check) which caused broken tapes
661 * fixed bug (when loading level template) which caused broken levels
662 * fixed bug with new block last field code when using non-yellow player
665 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
666 * internal change of how the player blocks the last field when moving
667 * fixed blocking delay of last field for EM and SP style block delay
668 * fixed bug where the player had to wait for the usual move delay after
669 unsuccessfully trying to move, when he directly could move after that
670 * the last two changes should make original Supaplex level 93 solvable
671 * improved use of random number generator to make it less predictable
672 * fixed behaviour of slippery SP elements to let slip left, then right
675 * fixed bug with wrong door state after trying to quickload empty tape
676 * fixed waste of static memory usage of the binary, making it smaller
677 * fixed very little graphical bug in Supaplex explosion
680 * version number set to 3.1.1
683 * version 3.1.0 released
686 * fixed bug with crash when writing user levelinfo.conf the first time
689 * added option "convert LEVELDIR [NR]" to command line batch commands
690 * re-converted Supaplex levels to apply latest engine fixes
691 * changed "use graphic/sound of element" to "use graphic of element"
692 due to compatibility problems with some levels ("bug machine" etc.)
695 * fixed bug with CE change replacing player with same or other player
698 * fixed bug with opaque font in envelope with background graphic when
699 background graphic is not transparent itself
702 * added "gravity on" and "gravity off" ports for Supaplex compatibility
703 * corrected original Supaplex level loading code to use these new ports
704 * also corrected Supaplex loader to auto-count infotrons if set to zero
707 * fixed bug with missing initialization of "modified" flag for GEs
710 * fixed bug that caused endless recursion loop when relocating player
711 * fixed tape recorder bug in "step mode" when using "pause before end"
712 * fixed tape recorder bug when changing from "warp forward" mode
715 * fixed bug with "when touching" for pushed elements at last position
718 * fixed bug that caused two activated toolbox buttons in level editor
719 * fixed bug with exploding dynabomb under player due to other explosion
722 * fixed bug with creating walkable custom element under player (again)
723 * fixed bug with not copying explosion type when copying CEs in editor
724 * fixed graphical bug when drawing player in setup menu (input devices)
725 * fixed graphical bug when the player is pushing an accessible element
726 * fixed bug with classic switchable elements triggering CE changes
727 * fixed bug with entering/leaving walkable element in RelocatePlayer()
728 * fixed crash bug when CE leaves behind the trigger player element
731 * fixed bug with broken tubes after placing/exploding dynamite in them
732 * fixed bug with exploding dynamite under player due to other explosion
733 * fixed bug with not resetting push delay under certain circumstances
736 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
737 * added network multiplayer code for Windows (thanks to Niko Böhm)
740 * added option "reachable despite gravity" for gravity movement
741 * changed gravity movement of most classic walkable and passable
742 elements back to "not reachable" (for compatibility reasons)
745 * fixed (removed) "indestructible" / "can explode" dependency in editor
746 * fixed (removed) "accessible inside" / "protected" dependency
747 * fixed (removed) "step mode" / "shield time" dependency
750 * fixed dynabombs exploding now into anything diggable
751 * fixed Supaplex style gravity movement into buggy base now impossible
752 * added pressing key "space" as valid action to select menu options
755 * added "replace when walkable" to relocate player to walkable element
756 * added "enter"/"leave" event for elements affected by relocation
757 * fixed "direct"/"indirect" change order also for "when change" event
758 * fixed graphical bug when pushing things from elements walkable inside
761 * fixed graphic bug when player is snapping while moving in old levels
762 * fixed bug when a moving custom element leaves a player element behind
763 * fixed bug with mole not disappearing when moving into acid pool
764 * fixed bug with incomplete path setting when using "--basepath" option
765 * moving CE can now leave walkable elements behind under the player
766 * when relocating, player can be set on walkable element now
767 * fixed another gravity movement bug
770 * uploaded pre-release (test) version 3.1.0-2 binary and source code
773 * added "collectible" and "removable" to extended replacement types
774 (where "removable" replaces "diggable" and "collectible" elements)
775 * added "collectible & throwable" (to throw element to the next field)
776 * fixed bug with CEs digging elements that are just about to explode
777 * changed mouse cursor now always being visible when game is paused
780 * added possibility to push/press accessible elements from a side that
782 * fixed bug with not setting actual date when appending to tape
785 * fixed bug with incorrectly initialized custom element editor graphics
788 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
789 - number of levels corrected from 18 to 17 in "levelinfo.conf"
792 * fixed bug with destroyed robot wheel still attracting robots forever
793 * fixed bug with time gate switch deactivating after robot wheel time
794 (while the time gate itself is not affected by this misbehaviour)
795 * changed behaviour of BD style amoeba to always get blocked by player
796 (before it was different when there were non-BD elements in level)
797 * fixed bug with player destroying indestructable elements with shield
800 * added option to make growing elements grow into anything diggable
801 (for the various amoeba types, biomaze and "game of life")
804 * fixed bug with movable elements not moving after left behind by CEs
805 * changed gravity movement to anything diggable, not only sand/base
806 * optionally allowing passing to walkable element, not only empty space
807 * added option "can pass to walkable element" for players
808 * finally fixed gravity movement (hopefully)
811 * fixed bug with movable elements not moving anymore after falling down
814 * fixed another bug with custom elements digging and leaving elements
815 * fixed bug with "along left/right side" and automatic start direction
816 * trigger elements now also displayed when "more custom" deactivated
817 * fixed bug with clipboard element initialized when loading new level
818 * added option "drop delay" to set delay before dropping next element
821 * uploaded pre-release (test) version 3.1.0-1 binary and source code
824 * added copy and paste functions for custom change pages
825 * enhanced graphical display and functionality of tape recorder
826 * fixed bug with custom elements digging and leaving elements
829 * added move speed faster than "very fast" for custom elements
830 * fixed bug with 3+3 style explosions and missing border content
831 * fixed little bug when copying custom elements in the editor
832 * enhanced custom element changes by more side trigger actions
835 * added option "no scrolling when relocating" for instant teleporting
836 * uploaded pre-release (test) version 3.1.0-0 binary and source code
839 * added trigger element and trigger player to use as target elements
840 * added copy and paste functions for custom and group elements
843 * fixed graphical bug when displaying explosion animations
844 * fixed bug when appending to tapes, resulting in broken tapes
845 * re-recorded a few tapes broken by fixing gravity checking bug
848 * "can move into acid" property now for all elements independently
849 * "can fall into acid" property for player stored in same bitfield now
850 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
851 * version number set to 3.1.0 (finally!)
854 * changed tape recording to only record input, not programmed actions
857 * fixed totally broken (every 8th frame skipped) step-by-step recording
858 * fixed bug with requester not displayed when quick-loading interrupted
859 * added option "can fall into acid (with gravity)" for players
860 * fixed bug with player not falling when snapping down with gravity
863 * fixed bug which messed up key config when using keypad number keys
866 * fixed bug which allowed moving upwards even when gravity was active
867 * fixed bug with missing error handling when dumping levels or tapes
870 * added different colored editor graphics for Supaplex gravity tubes
873 * fixed bug that allowed solvable tapes for unsolvable levels
876 * use unlimited number of droppable elements when "count" set to zero
877 * added option to use step limit instead of time limit for level
880 * added player and change page as trigger for custom element change
883 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
886 * fixed bug with dark yamyam changing to acid when moving over acid
887 * fixed handling of levels with more than 999 seconds level time
888 (example: level 76 of "Denmine")
891 * "spring push bug" reintroduced as configurable element property
892 * fixed bug with missing properties for "mole"
893 * fixed bug that showed up when fixing the above "mole" properties bug
894 * added option "can move into acid" for all movable elements
895 * fixed graphical bug for elements moving into acid
896 * changed event handling to handle all pending events before going on
899 * fixed bug which caused all CE change pages to be ignored which had
900 the same change event, but used a different element side
901 (reported by Simon Forsberg)
903 * fixed bug which caused elements that can move and fall and that are
904 transported by a conveyor belt to continue moving into that direction
905 after leaving the conveyor belt, regardless of their own movement
906 type; only elements which can not move are transported now
907 (reported by Simon Forsberg)
909 * fixed bug which could cause an array overflow in RelocatePlayer()
910 (reported by Niko Böhm)
912 * changed Emerald Mine style "passable / over" elements to "protected"
913 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
915 * added new option to select from which side a "walkable/passable"
916 element can be entered
919 * added explosion and ignition delay for elements that can explode
922 * fixed bug which caused player not being protected against enemies
923 when a CE was "walkable / inside" and was not "indestructible"
924 * added "walkable/passable" fields to be "protected/unprotected"
925 against enemies, even if not accessible "inside" but "over/under"
928 * corrected move pattern to 32 bit and initial move direction to 8 bit
931 * added second custom element base configuration page
934 * added some special EMC mappings to Emerald Mine level loader
935 (also covering previously unknown element in level 0 of "Bondmine 8")
938 * added option to block last field when player is moving (for Supaplex)
939 * adjusted push delay of Supaplex elements
940 * removed delays for envelopes etc. when replaying with maximum speed
941 * fixed bug when dropping element on a field that just changed to empty
944 * fixed bug: infotrons can now smash yellow disks
945 * fixed bug: when gravity active, port above player can now be entered
946 * removed "one white dot" mouse pointer which irritated some people
949 * added "choice type" for group element selection
952 * fixed bug with initial invulnerability of non-yellow player
955 * added level loader for loading native Supaplex packed levels
956 (including multi-part levels like the "splvls99" levels)
959 * fixed bug which allowed creating emeralds by escaping explosions
962 * custom elements can change (limited) or leave (unlimited) elements
963 * finally added multiple matches using group elements
964 * added shortcut to dump brush (type ":DB" in editor) for use in forum
967 * added new start movement type "previous" for continued CE movement
968 * added new start movement type "random" for random CE movement start
971 * added new element "sokoban_field_player" needed for Sokoban levels
972 (thanks to Ed Booker for pointing this out!)
975 * added elements that can be digged or left behind by custom elements
978 * added group elements for multiple matches and random element creation
981 * fixed some graphical errors displayed in old levels
984 * fixed wrong double speed movement after passing closing gates
987 * added level loader for loading native Emerald Mine levels
990 * changes for "shooting" style CE movement
993 * Happy New Year! ;-)
996 * changed default snap/drop keys from left/right Shift to Control keys
999 * fixed bug with dead player getting reanimated from custom element
1002 * fixed bug with wrong penguin graphics (when entering exit)
1005 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1008 * version number set to 3.0.9
1011 * version 3.0.8 released
1014 * added function checked_free()
1017 * fixed bug with double nut cracking sound
1018 (by eliminating "default element action sound" assignment in init.c)
1021 * fixed crash when no music info files are available
1024 * fixed boring and sleeping sounds
1027 * added "maze runner" and "maze hunter" movement types
1028 * added extended collision conditions for custom elements
1031 * added warnings for undefined token values in artwork config files
1034 * added menu entry for level set information to the info screen
1037 * fixed bug with wrong default impact sound for colored emeralds
1040 * added several sub-screens for the info screen
1041 * menu text now also clickable (not only blue/red sphere left of it)
1044 * added configurable "bored" and "sleeping" animations for the player
1045 * added "awakening" sound for player when waking up after sleeping
1048 * added "copy" and "exchange" functions for custom elements to editor
1051 * added configurable element animations for info screen
1054 * added configurable music credits for info screen
1057 * finally fixed tape recording when player is created from CE change
1060 * added "editorsetup.conf" for editor element list configuration
1063 * added "musicinfo.conf" for menu and level music configuration
1066 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1067 (that only showed up on Linux, but not on Windows systems)
1070 * fixed turning movement of butterflies and fireflies (no frame reset)
1071 * enhanced sniksnak turning movement (two steps instead of only one)
1074 * version number set to 3.0.8
1077 * version 3.0.7 released
1080 * fixed reset of player animation frame when, for example,
1081 walking, digging or collecting share the same animation
1082 * fixed CE with "deadly when touching" exploding when touching amoeba
1085 * fixed tape recording when player is created from CE element change
1088 * introduced "turning..." action graphic for elements with move delay
1089 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1090 * added turning animations for bug, spaceship and sniksnak
1093 * prevent "extended" changed elements from delay change in same frame
1096 * fixed bug when pushing element that can move away to the side
1097 (like pushing falling elements, but now with moving elements)
1100 * finally fixed serious bug in code for delayed element pushing (again)
1103 * unavailable setup options now marked as "n/a" instead of "off"
1104 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1105 to "true", levels are always played with the latest game engine,
1106 which is desired for levels that are imported from other games; all
1107 other levels are played with the engine version stored in level file
1108 (which is normally the engine version the level was created with)
1111 * fixed serious bug in code for delayed element pushing
1112 * fixed little bug in animation frame selection for pushed elements
1113 * speed-up of reading config file for verbose output
1116 * added configuration option for opening and closing Supaplex exit
1117 * added configuration option for moving up/down animation for Murphy
1118 * fixed incorrectly displayed animation for attacking dragon
1119 * fixed bug with not setting initial gravity for each new game
1120 * fixed bug with teleportation of player by custom element change
1121 * fixed bug with player not getting smashed by rock sometimes
1124 * version number set to 3.0.7
1127 * version 3.0.6 released
1130 * added support for MP3 music for SDL version through SMPEG library
1133 * fixed bug when initializing font graphic structure
1134 * fixed bug with animation mode "pingpong" when using only 1 frame
1135 * fixed bug with extended change target introduced in 3.0.5
1136 * fixed bug where passing over moving element doubles player speed
1137 * fixed bug with elements continuing to move into push direction
1138 * fixed bug with duplicated player when dropping bomb with shield on
1139 * added "switching" event for custom elements ("pressing" only once)
1140 * fixed switching bug (resetting flag when not switching but not idle)
1143 * fixed element tokens for certain file elements with ".active" etc.
1146 * version number set to 3.0.6
1149 * version 3.0.5 released
1152 * now four envelope elements available
1153 * font, background, animation and sound for envelope now configurable
1154 * main menu doors opening/closing animation type now configurable
1157 * active/inactive sides configurable for custom element changes
1158 * new movement type "move when pushed" available for custom elements
1161 * fixed bug in multiple config pages loader code that caused crashes
1164 * enhanced (remaining low-resolution) Supaplex graphics
1167 * version number set to 3.0.5
1170 * version 3.0.4 released
1172 2003-09-12 src/tools.c
1173 * fixed bug in custom definition of crumbled element graphics
1175 2003-09-11 src/files.c
1176 * fixed bug in multiple config pages code that caused crashes
1179 * version number set to 3.0.4
1182 * version 3.0.3 released
1185 * added music to Supaplex classic level set
1187 2003-09-07 src/libgame/misc.c
1188 * added support for loading various music formats through SDL_mixer
1190 2003-09-06 (various source files)
1191 * fixed several nasty bugs that may have caused crashes on some systems
1192 * added envelope content which gets displayed when collecting envelope
1193 * added multiple change event pages for custom elements
1195 2003-08-24 src/game.c
1196 * fixed problem with player animation when snapping and moving
1198 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1199 * fixed problem with flickering when drawing toon animations
1201 2003-08-23 src/libgame/sdl.c
1202 * fixed problem with setting mouse cursor in SDL version in fullscreen
1204 2003-08-23 src/game.c
1205 * fixed bug (missing array boundary check) which could crash the game
1208 * version number set to 3.0.3
1211 * version 3.0.2 released
1213 2003-08-21 src/game.c
1214 * fixed bug with creating inaccessible elements at player position
1216 2003-08-20 src/init.c
1217 * fixed bug with not finding current level artwork directory
1219 2003-08-20 src/files.c
1220 * fixed bug with choosing wrong engine version when playing tapes
1221 * fixed bug with messing up custom element properties in 3.0.0 levels
1224 * version number set to 3.0.2
1227 * version 3.0.1 released
1229 2003-08-17 (no source files affected)
1230 * changed all "classic" PCX image files with 16 colors or less to
1231 256 color (8 bit) storage format, because the Allegro game library
1232 cannot handle PCX files with less than 256 colors (contributed
1233 graphics are not affected and might look wrong in the DOS version)
1235 2003-08-16 src/init.c
1236 * fixed bug which (for example) crashed the level editor when defining
1237 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1238 (only set to default) -- invalid graphics now set to default graphic
1240 2003-08-16 src/init.c
1241 * fixed graphical bug of player digging/collecting/snapping element
1242 when no corresponding graphic/animation is defined for this action,
1243 resulting in player being drawn as EL_EMPTY (which should only be
1244 done to elements being collected, but not to the player)
1246 2003-08-16 src/game.c
1247 * fixed small graphical bug of player not totally moving into exit
1249 2003-08-16 src/libgame/setup.c
1250 * fixed bug with wrong MS-DOS 8.3 filename conversion
1252 2003-08-16 src/tools.c
1253 * fixed bug with invisible mouse cursor when pressing ESC while playing
1255 2003-08-16 (various source files)
1256 * added another 128 custom elements (disabled in editor by default)
1258 2003-08-16 src/editor.c
1259 * fixed NULL string bug causing Solaris to crash in sprintf()
1261 2003-08-16 src/screen.c
1262 * fixed drawing over scrollbar on level selection with custom fonts
1264 2003-08-15 src/game.c
1265 * cleanup of simple sounds / loop sounds / music settings
1267 2003-08-08 (various source files)
1268 * added custom element property for dropping collected elements
1270 2003-08-08 src/conf_gfx.c
1271 * fixed bug with missing graphic for active red disk bomb
1273 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1274 * extended variable "level.gravity" to "level.initial_gravity" and
1275 "game.current_gravity" to prevent level setting from being changed
1276 by playing the level (keeping the runtime value after playing)
1278 * fixed graphics bug when digging element that has 'crumbled' graphic
1279 definition, but not 'diggable' graphic definition
1282 * version number set to 3.0.1
1285 * version 3.0.0 released
1288 * various bug fixes; among others:
1289 - fixed bug with pushing spring over empty space
1290 - fixed bug with leaving tube while placing dynamite
1291 - fixed bug with explosion of smashed penguins
1292 - allow Murphy player graphic in levels with non-Supaplex elements
1296 * I have forgotten to document changes for some time
1299 * pre-release version 2.2.0rc1 released
1302 * version number set to 2.1.2
1305 * version 2.1.1 released
1308 * version number set to 2.1.1
1311 * version 2.1.0 released
1314 * version number set to 2.1.0
1316 2002-04-03 to 2002-05-19 (various source files)
1317 * graphics, sounds and music now fully configurable
1318 * bug fixed that prevented walking through tubes when gravity on
1320 2002-04-02 src/events.c, src/editor.c
1321 * Make Escape key less aggressive when playing or when editing level.
1322 This can be configured as an option in the setup menu. (Default is
1323 "less aggressive" which means "ask user if something can be lost"
1324 when pressing the Escape key.)
1326 2002-04-02 src/screen.c
1327 * Added "graphics setup" screen.
1329 2002-04-01 src/screen.c
1330 * Changed "choose level" setup screen stuff to be more generic (to
1331 make it easier to add more "choose from generic tree" setup screens).
1333 2002-04-01 src/config.c, src/timestamp.h
1334 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1335 automatically gets created by "src/Makefile" and contains an actual
1336 compile-time timestamp to identify development versions of the game).
1338 2002-03-31 src/tape.c, src/events.c
1339 * Added quick game/tape save/load functions to tape stuff which can be
1340 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1341 loads previously recorded tape and directly goes into recording mode
1342 from the end of the tape (therefore appending to the tape).
1344 2002-03-31 src/tape.c
1345 * Added "index mark" function to tape recorder. When playing or
1346 recording, "eject" button changes to "index" button. Setting index
1347 mark is not yet implemented, but pressing index button when playing
1348 allows very quick advancing to end of tape (when normal playing),
1349 very fast forward mode (when playing with normal fast forward) or
1350 very fast reaching of "pause before end of tape" (when playing with
1351 "pause before end" playing mode).
1353 2002-03-30 src/cartoons.c
1354 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1356 2002-03-29 src/screen.c
1357 * Changed setup screen stuff to be more generic (to make it easier
1358 to add more setup screens).
1360 2002-03-23 src/main.c, src/main.h
1361 * Various changes due to the introduction of the new libgame files
1362 "setup.c" and "joystick.c".
1364 2002-03-23 src/files.c
1365 * Generic parts of "src/files.c" (mainly setup and level directory
1366 stuff) moved to new libgame file "src/libgame/setup.c".
1368 2002-03-23 src/joystick.c
1369 * File "src/joystick.c" moved to libgame source tree, with
1370 correspondig changes.
1372 2002-03-22 src/screens.c
1373 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1374 (Wrong level series information displayed when entering main group.)
1376 2002-03-22 src/editor.c
1377 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1379 2002-03-22 src/editor.c
1380 * Changed behaviour of "Escape" key in level editor to be more
1381 intuitive: When in "Element Properties" or "Level Info" mode,
1382 return to "Drawing Mode" instead of leaving the level editor.
1384 2002-03-21 src/game.c, src/editor.c, src/files.c
1385 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1386 gems (emeralds, diamonds, ...) slipping down from normal wall,
1387 steel wall and growing wall (as in E.M.C. style levels). Although
1388 the behaviour of contributed and private levels wasn't changed (due
1389 to the use of "level.game_version"; see previous entry), editing
1390 those levels will (of course) change the behaviour accordingly.
1392 This change seems a bit too hard after thinking about it, because
1393 the EM style behaviour is not the "expected" behaviour (gems would
1394 normally only slip down from "rounded" walls). Therefore this was
1395 now changed to an element property for gem style elements, with the
1396 default setting "off" (which means: no special EM style behaviour).
1397 To fix older converted levels, this flag is set to "on" for pre-2.0
1398 levels that are neither contributed nor private levels.
1400 2002-03-20 src/files.h
1401 * Corrected settings for "level.game_version" depending of level type.
1402 (Contributed and private levels always get played with game engine
1403 version they were created with, while converted levels always get
1404 played with the most recent version of the game engine, to let new
1405 corrections of the emulation behaviour take effect.)
1407 2002-03-20 src/main.h
1408 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1409 compiling the SDL version on some systems.
1410 Thanks to the several people who pointed this out.
1413 * Version number set to 2.0.2.
1416 * Version 2.0.1 released.
1418 2002-03-18 src/screens.c
1419 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1421 2002-03-18 src/files.c [src/libgame/misc.c]
1422 * Moved some common functions from src/files.c to src/libgame/misc.c.
1424 2002-03-18 src/files.c [src/libgame/misc.c]
1425 * Changed permissions for new directories and saved files (especially
1426 score files) according to suggestions of Debian users and mantainers.
1427 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1429 2002-03-17 src/files.c
1430 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1431 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1432 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1433 for levels and "TAPE" for tapes). Old "cookie" style format is
1434 still supported for reading. New level and tape files are written
1437 * New IFF chunk "VERS" contains version numbers for file and game
1438 (where "game version" is the version of the program that wrote the
1439 file, and "file version" is a version number to distinguish files
1440 with different format, for example after adding new features).
1442 2002-03-15 src/screen.c
1443 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1444 (Before, you heard a mixture of the in-game music and the
1445 hall-of-fame music.)
1447 2002-03-14 src/events.c
1448 * Function "DumpTape()" (files.c) now available by pressing 't' from
1449 main menu (when in DEBUG mode).
1451 2002-03-14 src/game.c
1452 * "GameWon()": When game was won playing a tape, now there is no delay
1453 raising the score and no corresponding sound is played.
1455 2002-03-14 src/files.c
1456 * Changed "LoadTape()" for real chunk support and also adjusted
1457 "SaveTape()" accordingly.
1459 2002-03-14 src/game.c, src/tape.c, src/files.c
1460 * Important changes to tape format: The old tape format stored all
1461 actions with a real effect with a corresponding delay between the
1462 stored actions. This had some major disadvantages (for example,
1463 push delays had to be ignored, pressing a button for some seconds
1464 mutated to several single button presses because of the non-action
1465 delays between two action frames etc.). The new tape format just
1466 stupidly records all device actions and replays them later. I really
1467 don't know why I haven't solved it that way before?! Old-style tapes
1468 (with tape file version less than 2.0) get converted to the new
1469 format on-the-fly when loading and can therefore still be played;
1470 only some minor parts of the old-style tape handling code was needed.
1471 (A perfect conversion is not possible, because there is information
1472 missing about the device actions between two action frames.)
1474 2002-03-14 src/files.c
1475 * New function "DumpTape()" to dump the contents of the current tape
1476 in a human readable format.
1478 2002-03-14 src/game.c
1479 * Small tape bug fixed: When automatically advancing to next level
1480 after a game was won, the tape from the previous level still was
1481 loaded as a tape for the new level.
1483 2002-03-14 src/tape.c
1484 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1485 tape, cartoons did not get completely removed because
1486 StopAnimation() was not called.
1488 2002-03-13 src/files.c
1489 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1490 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1491 size even when using 16-bit elements). Added new chunk "CNT2" for
1492 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1493 chunk even when content was 16-bit element). "CNT2" should now be
1494 able to store content for arbitrary elements (up to eight blocks of
1495 3 x 3 element arrays). All "CNT2" elements will always be stored as
1496 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1498 2002-03-13 src/files.c
1499 * Changed "LoadLevel()" for real chunk support.
1501 2002-03-12 src/game.c
1502 * Fixed problem (introduced after 2.0.0 release) with penguins
1503 not getting killed by enemies
1505 2002-02-24 src/game.c, src/main.h
1506 * Added "player->is_moving"; now "player->last_move_dir" does
1507 not contain any information if the player is just moving at
1509 Before, "player->last_move_dir" was misused for this purpose
1510 for the robot stuff (robots don't kill players when they are
1511 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1512 broke tapes when walking through pipes!
1513 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1514 in a continuous movement. This fact is ignored for friends and