2 * changed behaviour after solved game -- do not immediately stop engine
5 * fixed bug with displaying pushed CE with value/score/delay anim_mode
8 * added configurable level preview position, tile size and dimensions
9 * added configurable game panel value positions (gems, time, score etc.)
12 * fixed small bug with time displayed incorrectly when collecting CEs
15 * fixed bug with bumpy scrolling with EM engine in double player mode
18 * added compatibility code to fix "Snake Bite" style levels that were
19 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
22 * fixed bug with scrollbars inside editor when using the Windows mouse
23 enhancement tool "True X-Mouse" (which injects key events to the event
24 queue to insert selected stuff into the Windows clipboard, which gets
25 confused with the "Insert" key for jumping to the last editor cascade
26 block in the element list)
27 * added Rocks'n'Diamonds icon for use as window icon to SDL version
28 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
31 * added selection of preferred fullscreen mode to setup / graphics menu
32 (useful if default mode 800 x 600 does not match screen aspect ratio)
35 * improved down-scaling of images for better level and preview graphics
36 * changed user data directory for Mac OS X from Unix style to new place
39 * improved level number selection in main menu and player selection in
40 setup menu (input devices section) by using standard button gadgets
41 * added support for mouse scroll wheel (caused buggy behaviour before)
42 * added support for scrolling horizontal scrollbars with mouse wheel by
43 holding "Shift" key pressed while scrolling the wheel
44 * added support for single step mouse wheel scrolling by holding "Alt"
45 key pressed while scrolling the wheel (can be combined with "Shift")
46 * changed output file "stderr.txt" on Windows platform now always to be
47 created in the R'n'D sub-directory of the personal documents directory
48 * added Windows message box to direct to "stderr.txt" after error aborts
51 * improved general scrollbar handling (when jump-scrolling scrollbars)
54 * changed scrollbars to always show last line as first after scrolling
55 (that means jumping n - 1 screen lines instead of n screen lines)
58 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
59 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
60 * fixed special handling of vertically stacked acid becoming fake acid
63 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
64 affect multiple instances of the same CE, although this kind of
65 change condition usually only affects one single custom element
68 * version number set to 3.2.1
71 * version 3.2.0 released
74 * reorganized level editor element list a bit to match engines better
77 * fixed newly introduced bug with wrongly initializing clipboard element
80 * fixed bug with displaying visible/invisible level border in editor
83 * reorganized some elements in the level editor element list
86 * fixed bug with displaying any player as "yellow" when moving into acid
87 * fixed bug with displaying running player when player stopped at border
90 * fixed bug with player exploding when moving into acid
91 * fixed bug with level settings being reset in editor and when playing
92 (some compatibility settings being set not only after level loading)
93 * fixed crash bug when number of custom graphic frames was set to zero
94 * fixed bug with teleporting player on walkable tile not working anymore
95 * added partial compatibility support for pre-release-only "CONF" chunk
96 (to make Alan Bond's "color cycle" demo work again :-) )
99 * fixed some bugs when displaying title screens from info screen menu
100 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
103 * changed file major version to 3 to reflect level file format changes
104 * uploaded pre-release (test) version 3.2.0-8 binary and source code
107 * added new chunk "NAME" to level file format for level name settings
108 * added new chunk "NOTE" to level file format for envelope settings
109 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
110 * updated magic(5) file to recognize changed and new level file chunks
111 * removed change events "change when CE value/score changes" as unneeded
114 * changed gravity (which only affects the player) from level property
115 to player property (only makes a difference in multi-player levels)
116 * added change events "change when CE value/score changes"
117 * added change events "change when CE value/score changes of <element>"
120 * added new chunk "INFO" to level file format for global level settings
121 * added all element settings from "HEAD" chunk to "CONF" chunk
122 * added all global level settings from "HEAD" chunk to "INFO" chunk
125 * changed level file format by adding two new chunks "CUSX" (for custom
126 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
127 elements, replacing the previous "GRP1" chunk); these new IFF style
128 chunks use the new and flexible "micro chunks inside chunks" technique
129 already used with the new "CONF" chunk (for normal element properties)
130 which makes it possible to easily extend the existing level format
131 (instead of using fixed-length chunks like before, which are either
132 too big due to reserved bytes for future use, or too small when those
133 reserved bytes have all been used and even more data should be stored,
134 requiring the replacement by new and larger chunks just like it went
135 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
138 * added credits pages to the "credits" section that were really missing
139 * added some missing element descriptions to the level editor
140 * added down position of switchgate switch to the level editor
141 and allowed the use of both switch positions at the same time
142 * changed use of "Insert" and "Delete" keys to navigate element list in
143 level editor to start of previous or next cascading block of elements
146 * added the possibility to view the title screen to the info screen menu
147 * fixed some minor bugs with viewing title screens
150 * fixed bug with title (cross)fading in/out when using fullscreen mode
153 * fixed bug that forced re-defining of menu settings in local graphics
154 config file which are already defined in existing base config file
155 * fixed small bug that caused door sounds playing when music is enabled
158 * added the possibility to define up to five title screens for each
159 level set that are displayed after loading using (cross)fading in/out
160 (this was added to display the various start images of the EMC sets)
163 * added "CE score gets zero [of]" to custom element trigger conditions
164 * added setup option to display element token name in level editor
167 * added compatibility code for Juergen Bonhagen's menu artwork settings
170 * fixed bug with displaying wrong animation frame 0 after CE changes
171 * fixed bug with creating invisible elements when light switch is on
174 * added selection between ECS and AGA graphics for EMC levels to setup
177 * adjusted font handling for various narrow EMC style fonts
180 * changed EM engine behaviour back to re-allow initial rolling springs
183 * fixed handling of over-large selectboxes (less error-prone now)
184 * fixed bug when creating GE with walkable element under the player
187 * added use of "Insert" and "Delete" keys to navigate element list in
188 level editor to start of custom elements or start of group elements
189 * added virtual elements to access CE value and CE score of elements:
190 - "CE value of triggering element"
191 - "CE score of triggering element"
192 - "CE value of current element"
193 - "CE score of current element"
196 * fixed "grass" to "sand" in older EM levels (up to file version V4)
199 * changed behaviour of network games with internal errors (because of
200 different client frame counters) from immediately terminating R'n'D
201 to displaying an error message requester and stopping only the game
202 (also to prevent impression of crashes under non command-line runs)
203 * fixed playing network games with the EMC engine (did not work before)
204 * fixed bug with not scrolling the screen in multi-player mode with the
205 focus on player 1 when all players are moving in different directions
206 * fixed bug with keeping pointer to gadget even after its deallocation
207 * fixed bug with allowing "focus on all players" in network games
208 * fixed bug with player focus when playing tapes from network games
211 * uploaded pre-release (test) version 3.2.0-7 binary and source code
214 * code cleanup for game action control for R'n'D and EMC game engine
217 * fixed bug in multi-player movement with focus on both players
218 * added option to control only the focussed player with all input
221 * added player focus switching to level tape recording and re-playing
224 * fixed some bugs in player focus switching in EMC and RND game engine
227 * added special Supaplex animations for Murphy digging and snapping
228 * added special Supaplex animations for Murphy being bored and sleeping
231 * added four new yam yams with explicit start direction for EMC engine
232 * fixed bug in src/libgame/text.c with printing text outside the window
235 * fixed small bug in EMC level loader (copyright sign in EM II levels)
238 * added delayed ignition of EM style dynamite when used in R'n'D engine
239 * added limited movement range to EMC engine when focus on all players
242 * fixed bug with missing (zero) score values for native Supaplex levels
245 * added "continuous snapping" (snapping many elements while holding the
246 snap key pressed, without releasing the snap key after each element)
247 as a new player setting for more compatibility with the classic games
250 * finished scrolling for "focus on all players" in EMC graphics engine
253 * level sets with "levels: 0" are ignored for levels, but not artwork
254 * fixed bug when scanning empty level group directories (endless loop)
257 * fixed bug with explosion graphic for player using "Murphy" graphic
258 * fixed bug with explosion graphic if player leaves explosion in time
259 * changed some descriptive text in setup menu to use medium-width font
260 * added key shortcut settings for switching player focus to setup menu
263 * fixed bug with random value initialization when recording tapes
264 * fixed bug with playing single player tapes when team mode activated
267 * fixed little bug when trying to switch to player that does not exist
270 * added player switching (visual and quick) to R'n'D and EM game engine
271 * added setup option to select visual or quick in-game player switching
274 * added use of "Home" and "End" keys to handle element list in editor
277 * fixed bug with adding score when playing tape with EMC game engine
278 * added steel wall border for levels using EMC engine without border
279 * finally fixed delayed scrolling in EMC engine also for small levels
282 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
285 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
286 * fixed bug when displaying info element without action, but direction
289 * fixed minor graphical problems with springs smashing and slurping
290 (when using R'n'D style graphics instead of EMC style graphics)
293 * added scroll delay (as configured in setup) to EMC graphics engine
296 * improved screen redraw for EMC graphics engine (faster and smoother)
297 * when not scrolling, do not redraw the whole playfield if not needed
300 * added multi-player mode for EMC game engine (with up to four players)
303 * added android (can clone elements) from EMC engine to R'n'D engine
306 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
309 * added selectbox for initial player speed to player settings in editor
312 * version 3.1.2 created that is basically version 3.1.1, but with a
313 major bug fixed that prevented editing your own private levels
314 * version 3.1.2 released
317 * added magic ball (creates elements) from EMC engine to R'n'D engine
320 * uploaded fixed pre-release version 3.2.0-6 binary and source code
323 * fixed bug when using "CE can leave behind <trigger element>"
324 * added new change condition "(after/when) creation of <element>"
325 * added new change condition "(after/when) digging <element>"
326 * fixed bug accessing invalid gadget that caused crashes under Windows
327 * deactivated new possibility for multiple CE changes per frame
330 * uploaded pre-release (test) version 3.2.0-6 binary and source code
333 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
334 * fixed bug with not keeping CE value for moving CEs with only action
335 * changed CE action selectboxes in editor to be only reset when needed
338 * added option "use artwork from element" for custom player artwork
339 * added option "use explosion from element" for player explosions
342 * added cascaded element lists in the level editor
343 * added persistence for cascaded element lists by "editorcascade.conf"
344 * added dynamic element list with all elements used in current level
345 * added possibility for multiple CE changes per frame (experimental)
348 * uploaded pre-release (test) version 3.2.0-5 binary and source code
351 * changed "score for each 10 seconds/steps left" to "1 second/step"
352 * added own score for collecting "extra time" instead of sharing it
353 * added change events "switched by player" and "player switches <e>"
354 * added change events "snapped by player" and "player snaps <e>"
355 * added "set player artwork: <element choice>" to CE action options
356 * added change event "move of <element>"
359 * added "set player shield: off / normal / deadly" to CE action options
360 * added new player option "use level start element" in level editor
361 to set the correct focus at level start to elements from which the
362 player is created later (this did not work before for cascaded CE
363 changes resulting in creation of the player; it is now also possible
364 to create the player from a yam yam which is smashed at level start)
367 * added "set player speed: frozen (not moving)" to CE action options
368 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
371 * added new player option "block snap field" (enabled by default) to
372 make it possible to show a snapping animation like in Emerald Mine
375 * added dynamic selectboxes to custom element action settings in editor
376 * added "CE value" counter for custom elements (instead of "CE count")
377 * added option to use the last "CE value" after custom element change
378 * added option to use the "CE value" of other elements in CE actions
379 * fixed odd behaviour when pressing time orb in levels w/o time limit
380 * added checkbox "use time orb bug" for older levels that use this bug
383 * added missing configuration settings for the following elements:
384 - EL_TIMEGATE_SWITCH (time of open time gate)
385 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
386 - EL_SHIELD_NORMAL (time of shield duration)
387 - EL_SHIELD_DEADLY (time of shield duration)
388 - EL_EXTRA_TIME (time added to level time)
389 - EL_TIME_ORB_FULL (time added to level time)
392 * added "wind direction" as a movement pattern for custom elements
393 * added initial wind direction for balloon / custom elements to editor
394 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
397 * added parameters for "game of life" and "biomaze" elements to editor
400 * added level file chunk "CONF" for generic level and element settings
403 * uploaded pre-release (test) version 3.2.0-4 binary and source code
406 * skip empty level sets (with "levels: 0"; may be artwork base sets)
407 * added sound action ".page[1]" to ".page[32]" for each CE change page
410 * added image config suffix ".clone_from" to copy whole image settings
411 * fixed bug with invalid ("undefined") CE settings in old level files
414 * fixed graphical bug with smashing elements falling faster than player
417 * fixed major bug which prevented private levels from being edited
418 * fixed bug with precedence of general and special font definitions
421 * fixed graphical bug with player animation when player moves slowly
424 * uploaded pre-release (test) version 3.2.0-3 binary and source code
427 * fixed bug which prevented "global.num_toons: 0" from working
430 * major code cleanup (removed all these annoying "#if 0" blocks)
433 * added custom element actions for CE change page in level editor
436 * fixed music initialization bug in init.c (thanks to David Binderman)
437 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
438 (this bug must probably be fixed at other places, too)
441 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
442 (should be '#include <SDL.h>' instead)
445 * fixed bug which prevented "walkable from no direction" from working
446 (due to compatibility code overwriting this setting after loading)
449 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
452 * version number temporarily set to 3.1.1 (intermediate bugfix release)
453 * version 3.1.1 released
456 * changed some va_arg() arguments from 'long' to 'int', fixing problems
457 on 64-bit architecture systems with LP64 data model
460 * fixed bug with bombs not exploding when hitting the last level line
461 (introduced after the release of 3.1.0)
464 * added support for dumping small-sized level sketches from editor
467 * added recognition of "trigger element" for "change digged element to"
468 (this is not really what the "trigger element" was made for, but its
469 use may seem obvious for leaving back digged elements unchanged)
472 * fixed multiple warnings about failed joystick device initialization
475 * fixed bug with dynamite dropped on top of just dropped custom element
476 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
477 dynamite can still be dropped, but drop key must be released before
480 * fixed bug with wrong start directory when started from file browser
481 (due to this bug, R'n'D could not be started from KDE's Konqueror)
484 * fixed bug causing "change when impact" on player not working
485 * fixed wrong priority of "hitting something" over "hitting <element>"
486 * fixed wrong priority of "hit by something" over "hit by <element>"
489 * fixed graphical bug which caused the player (being Murphy) to show
490 collecting animations although the element was collected by penguin
493 * fixed two bugs causing wrong door background graphics in system.c
494 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
497 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
498 * added "no direction" to "walkable/passable from" selectbox options
501 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
502 * in tape autoplay, not only report broken, but also missing tapes
505 * uploaded pre-release (test) version 3.2.0-2 binary and source code
508 * fixed small bug with "linear" animation not working for active lamp
511 * fixed bug with moving up despite gravity due to "block last field"
512 * fixed small bug with wrong draw offset when typing name in main menu
513 * when reading user names from "passwd", ignore data after first comma
514 * when creating new "levelinfo.conf", only write some selected entries
517 * fixed displaying "imported from/by" on preview with empty string
518 * fixed ignoring draw offset for fonts used for level preview texts
521 * fixed a delay problem with SDL and too many mouse motion events
522 * added setup option "skip levels" and level skipping functionality
525 * added move speed "not moving" for non-moving CEs, but with direction
528 * fixed mapping of obsolete element token names in "editorsetup.conf"
529 * fixed bug with sound "acid.splashing" treated as a loop sound
530 * fixed some little sound bugs in native EM engine
533 * fixed small bug when dragging scrollbars to end positions
536 * added editor element descriptions written by Aaron Davidson
539 * improved fallback handling when configured artwork is not available
540 (now using default artwork instead of exiting when files not found)
543 * fixed bug on level selection screen when dragging scrollbar
546 * fixed bug which caused broken tapes when appending to EM engine tapes
549 * uploaded pre-release (test) version 3.2.0-1 binary and source code
552 * added code to replace changed artwork config tokens with other tokens
553 (needed for backwards compatibility, so that older tokens still work)
556 * added native R'n'D graphics for some new EMC elements in EM engine
559 * fixed some bugs in the EM engine integration code
560 * changed EM engine code to allow diagonal movement
561 * changed EM engine code to allow use of separate snap and drop keys
564 * fixed some redraw bugs when using EM engine
567 * fixed bug with not converting RND levels which are set to use native
568 engine to native level structure when loading
571 * uploaded pre-release (test) version 3.2.0-0 binary and source code
574 * version number set to 3.2.0
577 * level data now reset to defaults after attempt to load invalid file
580 * added use of "editorsetup.conf" for different level sets
583 * added auto-detection for various types of Emerald Mine level files
586 * fixed bug with scrollbars getting too small when list is very large
589 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
592 * added most level editor configuration gadgets for new EMC elements
595 * added more element and graphic definitions for new EMC elements
598 * modified native EM engine to use integrated R'n'D sound system
601 * added SDL support to graphics functions in native EM engine
602 (by always using generic libgame interface functions)
605 * fixed bug in frame synchronization in native EM engine
608 * added code to convert levels between R'n'D and native EM engine
611 * new Emerald Mine engine can now play levels selected in main menu
614 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
615 (which creates scaled down graphics for level editor and preview);
616 there's still a memory leak somewhere in the artwork handling code
617 * added "scale image up" functionality to X11 version of zoom function
620 * first attempts to integrate new, native Emerald Mine Club engine
623 * fixed bug in gadget code which caused reset of CEs in level editor
624 (example: pressing 'b' [grab brush] on CE config page erased values)
625 (solution: check if gadgets in ClickOnGadget() are really mapped)
626 * improved level change detection in editor (settings now also checked)
627 * fixed bug with "can move into acid" and "don't collide with" state
630 * fixed maze runner style CEs to use the configured move delay value
633 * added Aaron Davidson's tutorial level set to the "Tutorials" section
636 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
637 * fixed the above fix because it broke level set "machine" (*sigh*)
638 * fixed random element placement in level editor to work as expected
639 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
642 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
645 * fixed bug (missing array boundary check) which caused broken tapes
646 * fixed bug (when loading level template) which caused broken levels
647 * fixed bug with new block last field code when using non-yellow player
650 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
651 * internal change of how the player blocks the last field when moving
652 * fixed blocking delay of last field for EM and SP style block delay
653 * fixed bug where the player had to wait for the usual move delay after
654 unsuccessfully trying to move, when he directly could move after that
655 * the last two changes should make original Supaplex level 93 solvable
656 * improved use of random number generator to make it less predictable
657 * fixed behaviour of slippery SP elements to let slip left, then right
660 * fixed bug with wrong door state after trying to quickload empty tape
661 * fixed waste of static memory usage of the binary, making it smaller
662 * fixed very little graphical bug in Supaplex explosion
665 * version number set to 3.1.1
668 * version 3.1.0 released
671 * fixed bug with crash when writing user levelinfo.conf the first time
674 * added option "convert LEVELDIR [NR]" to command line batch commands
675 * re-converted Supaplex levels to apply latest engine fixes
676 * changed "use graphic/sound of element" to "use graphic of element"
677 due to compatibility problems with some levels ("bug machine" etc.)
680 * fixed bug with CE change replacing player with same or other player
683 * fixed bug with opaque font in envelope with background graphic when
684 background graphic is not transparent itself
687 * added "gravity on" and "gravity off" ports for Supaplex compatibility
688 * corrected original Supaplex level loading code to use these new ports
689 * also corrected Supaplex loader to auto-count infotrons if set to zero
692 * fixed bug with missing initialization of "modified" flag for GEs
695 * fixed bug that caused endless recursion loop when relocating player
696 * fixed tape recorder bug in "step mode" when using "pause before end"
697 * fixed tape recorder bug when changing from "warp forward" mode
700 * fixed bug with "when touching" for pushed elements at last position
703 * fixed bug that caused two activated toolbox buttons in level editor
704 * fixed bug with exploding dynabomb under player due to other explosion
707 * fixed bug with creating walkable custom element under player (again)
708 * fixed bug with not copying explosion type when copying CEs in editor
709 * fixed graphical bug when drawing player in setup menu (input devices)
710 * fixed graphical bug when the player is pushing an accessible element
711 * fixed bug with classic switchable elements triggering CE changes
712 * fixed bug with entering/leaving walkable element in RelocatePlayer()
713 * fixed crash bug when CE leaves behind the trigger player element
716 * fixed bug with broken tubes after placing/exploding dynamite in them
717 * fixed bug with exploding dynamite under player due to other explosion
718 * fixed bug with not resetting push delay under certain circumstances
721 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
722 * added network multiplayer code for Windows (thanks to Niko Böhm)
725 * added option "reachable despite gravity" for gravity movement
726 * changed gravity movement of most classic walkable and passable
727 elements back to "not reachable" (for compatibility reasons)
730 * fixed (removed) "indestructible" / "can explode" dependency in editor
731 * fixed (removed) "accessible inside" / "protected" dependency
732 * fixed (removed) "step mode" / "shield time" dependency
735 * fixed dynabombs exploding now into anything diggable
736 * fixed Supaplex style gravity movement into buggy base now impossible
737 * added pressing key "space" as valid action to select menu options
740 * added "replace when walkable" to relocate player to walkable element
741 * added "enter"/"leave" event for elements affected by relocation
742 * fixed "direct"/"indirect" change order also for "when change" event
743 * fixed graphical bug when pushing things from elements walkable inside
746 * fixed graphic bug when player is snapping while moving in old levels
747 * fixed bug when a moving custom element leaves a player element behind
748 * fixed bug with mole not disappearing when moving into acid pool
749 * fixed bug with incomplete path setting when using "--basepath" option
750 * moving CE can now leave walkable elements behind under the player
751 * when relocating, player can be set on walkable element now
752 * fixed another gravity movement bug
755 * uploaded pre-release (test) version 3.1.0-2 binary and source code
758 * added "collectible" and "removable" to extended replacement types
759 (where "removable" replaces "diggable" and "collectible" elements)
760 * added "collectible & throwable" (to throw element to the next field)
761 * fixed bug with CEs digging elements that are just about to explode
762 * changed mouse cursor now always being visible when game is paused
765 * added possibility to push/press accessible elements from a side that
767 * fixed bug with not setting actual date when appending to tape
770 * fixed bug with incorrectly initialized custom element editor graphics
773 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
774 - number of levels corrected from 18 to 17 in "levelinfo.conf"
777 * fixed bug with destroyed robot wheel still attracting robots forever
778 * fixed bug with time gate switch deactivating after robot wheel time
779 (while the time gate itself is not affected by this misbehaviour)
780 * changed behaviour of BD style amoeba to always get blocked by player
781 (before it was different when there were non-BD elements in level)
782 * fixed bug with player destroying indestructable elements with shield
785 * added option to make growing elements grow into anything diggable
786 (for the various amoeba types, biomaze and "game of life")
789 * fixed bug with movable elements not moving after left behind by CEs
790 * changed gravity movement to anything diggable, not only sand/base
791 * optionally allowing passing to walkable element, not only empty space
792 * added option "can pass to walkable element" for players
793 * finally fixed gravity movement (hopefully)
796 * fixed bug with movable elements not moving anymore after falling down
799 * fixed another bug with custom elements digging and leaving elements
800 * fixed bug with "along left/right side" and automatic start direction
801 * trigger elements now also displayed when "more custom" deactivated
802 * fixed bug with clipboard element initialized when loading new level
803 * added option "drop delay" to set delay before dropping next element
806 * uploaded pre-release (test) version 3.1.0-1 binary and source code
809 * added copy and paste functions for custom change pages
810 * enhanced graphical display and functionality of tape recorder
811 * fixed bug with custom elements digging and leaving elements
814 * added move speed faster than "very fast" for custom elements
815 * fixed bug with 3+3 style explosions and missing border content
816 * fixed little bug when copying custom elements in the editor
817 * enhanced custom element changes by more side trigger actions
820 * added option "no scrolling when relocating" for instant teleporting
821 * uploaded pre-release (test) version 3.1.0-0 binary and source code
824 * added trigger element and trigger player to use as target elements
825 * added copy and paste functions for custom and group elements
828 * fixed graphical bug when displaying explosion animations
829 * fixed bug when appending to tapes, resulting in broken tapes
830 * re-recorded a few tapes broken by fixing gravity checking bug
833 * "can move into acid" property now for all elements independently
834 * "can fall into acid" property for player stored in same bitfield now
835 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
836 * version number set to 3.1.0 (finally!)
839 * changed tape recording to only record input, not programmed actions
842 * fixed totally broken (every 8th frame skipped) step-by-step recording
843 * fixed bug with requester not displayed when quick-loading interrupted
844 * added option "can fall into acid (with gravity)" for players
845 * fixed bug with player not falling when snapping down with gravity
848 * fixed bug which messed up key config when using keypad number keys
851 * fixed bug which allowed moving upwards even when gravity was active
852 * fixed bug with missing error handling when dumping levels or tapes
855 * added different colored editor graphics for Supaplex gravity tubes
858 * fixed bug that allowed solvable tapes for unsolvable levels
861 * use unlimited number of droppable elements when "count" set to zero
862 * added option to use step limit instead of time limit for level
865 * added player and change page as trigger for custom element change
868 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
871 * fixed bug with dark yamyam changing to acid when moving over acid
872 * fixed handling of levels with more than 999 seconds level time
873 (example: level 76 of "Denmine")
876 * "spring push bug" reintroduced as configurable element property
877 * fixed bug with missing properties for "mole"
878 * fixed bug that showed up when fixing the above "mole" properties bug
879 * added option "can move into acid" for all movable elements
880 * fixed graphical bug for elements moving into acid
881 * changed event handling to handle all pending events before going on
884 * fixed bug which caused all CE change pages to be ignored which had
885 the same change event, but used a different element side
886 (reported by Simon Forsberg)
888 * fixed bug which caused elements that can move and fall and that are
889 transported by a conveyor belt to continue moving into that direction
890 after leaving the conveyor belt, regardless of their own movement
891 type; only elements which can not move are transported now
892 (reported by Simon Forsberg)
894 * fixed bug which could cause an array overflow in RelocatePlayer()
895 (reported by Niko Böhm)
897 * changed Emerald Mine style "passable / over" elements to "protected"
898 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
900 * added new option to select from which side a "walkable/passable"
901 element can be entered
904 * added explosion and ignition delay for elements that can explode
907 * fixed bug which caused player not being protected against enemies
908 when a CE was "walkable / inside" and was not "indestructible"
909 * added "walkable/passable" fields to be "protected/unprotected"
910 against enemies, even if not accessible "inside" but "over/under"
913 * corrected move pattern to 32 bit and initial move direction to 8 bit
916 * added second custom element base configuration page
919 * added some special EMC mappings to Emerald Mine level loader
920 (also covering previously unknown element in level 0 of "Bondmine 8")
923 * added option to block last field when player is moving (for Supaplex)
924 * adjusted push delay of Supaplex elements
925 * removed delays for envelopes etc. when replaying with maximum speed
926 * fixed bug when dropping element on a field that just changed to empty
929 * fixed bug: infotrons can now smash yellow disks
930 * fixed bug: when gravity active, port above player can now be entered
931 * removed "one white dot" mouse pointer which irritated some people
934 * added "choice type" for group element selection
937 * fixed bug with initial invulnerability of non-yellow player
940 * added level loader for loading native Supaplex packed levels
941 (including multi-part levels like the "splvls99" levels)
944 * fixed bug which allowed creating emeralds by escaping explosions
947 * custom elements can change (limited) or leave (unlimited) elements
948 * finally added multiple matches using group elements
949 * added shortcut to dump brush (type ":DB" in editor) for use in forum
952 * added new start movement type "previous" for continued CE movement
953 * added new start movement type "random" for random CE movement start
956 * added new element "sokoban_field_player" needed for Sokoban levels
957 (thanks to Ed Booker for pointing this out!)
960 * added elements that can be digged or left behind by custom elements
963 * added group elements for multiple matches and random element creation
966 * fixed some graphical errors displayed in old levels
969 * fixed wrong double speed movement after passing closing gates
972 * added level loader for loading native Emerald Mine levels
975 * changes for "shooting" style CE movement
978 * Happy New Year! ;-)
981 * changed default snap/drop keys from left/right Shift to Control keys
984 * fixed bug with dead player getting reanimated from custom element
987 * fixed bug with wrong penguin graphics (when entering exit)
990 * fixed bug with wrong "Murphy" graphics (when digging etc.)
993 * version number set to 3.0.9
996 * version 3.0.8 released
999 * added function checked_free()
1002 * fixed bug with double nut cracking sound
1003 (by eliminating "default element action sound" assignment in init.c)
1006 * fixed crash when no music info files are available
1009 * fixed boring and sleeping sounds
1012 * added "maze runner" and "maze hunter" movement types
1013 * added extended collision conditions for custom elements
1016 * added warnings for undefined token values in artwork config files
1019 * added menu entry for level set information to the info screen
1022 * fixed bug with wrong default impact sound for colored emeralds
1025 * added several sub-screens for the info screen
1026 * menu text now also clickable (not only blue/red sphere left of it)
1029 * added configurable "bored" and "sleeping" animations for the player
1030 * added "awakening" sound for player when waking up after sleeping
1033 * added "copy" and "exchange" functions for custom elements to editor
1036 * added configurable element animations for info screen
1039 * added configurable music credits for info screen
1042 * finally fixed tape recording when player is created from CE change
1045 * added "editorsetup.conf" for editor element list configuration
1048 * added "musicinfo.conf" for menu and level music configuration
1051 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1052 (that only showed up on Linux, but not on Windows systems)
1055 * fixed turning movement of butterflies and fireflies (no frame reset)
1056 * enhanced sniksnak turning movement (two steps instead of only one)
1059 * version number set to 3.0.8
1062 * version 3.0.7 released
1065 * fixed reset of player animation frame when, for example,
1066 walking, digging or collecting share the same animation
1067 * fixed CE with "deadly when touching" exploding when touching amoeba
1070 * fixed tape recording when player is created from CE element change
1073 * introduced "turning..." action graphic for elements with move delay
1074 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1075 * added turning animations for bug, spaceship and sniksnak
1078 * prevent "extended" changed elements from delay change in same frame
1081 * fixed bug when pushing element that can move away to the side
1082 (like pushing falling elements, but now with moving elements)
1085 * finally fixed serious bug in code for delayed element pushing (again)
1088 * unavailable setup options now marked as "n/a" instead of "off"
1089 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1090 to "true", levels are always played with the latest game engine,
1091 which is desired for levels that are imported from other games; all
1092 other levels are played with the engine version stored in level file
1093 (which is normally the engine version the level was created with)
1096 * fixed serious bug in code for delayed element pushing
1097 * fixed little bug in animation frame selection for pushed elements
1098 * speed-up of reading config file for verbose output
1101 * added configuration option for opening and closing Supaplex exit
1102 * added configuration option for moving up/down animation for Murphy
1103 * fixed incorrectly displayed animation for attacking dragon
1104 * fixed bug with not setting initial gravity for each new game
1105 * fixed bug with teleportation of player by custom element change
1106 * fixed bug with player not getting smashed by rock sometimes
1109 * version number set to 3.0.7
1112 * version 3.0.6 released
1115 * added support for MP3 music for SDL version through SMPEG library
1118 * fixed bug when initializing font graphic structure
1119 * fixed bug with animation mode "pingpong" when using only 1 frame
1120 * fixed bug with extended change target introduced in 3.0.5
1121 * fixed bug where passing over moving element doubles player speed
1122 * fixed bug with elements continuing to move into push direction
1123 * fixed bug with duplicated player when dropping bomb with shield on
1124 * added "switching" event for custom elements ("pressing" only once)
1125 * fixed switching bug (resetting flag when not switching but not idle)
1128 * fixed element tokens for certain file elements with ".active" etc.
1131 * version number set to 3.0.6
1134 * version 3.0.5 released
1137 * now four envelope elements available
1138 * font, background, animation and sound for envelope now configurable
1139 * main menu doors opening/closing animation type now configurable
1142 * active/inactive sides configurable for custom element changes
1143 * new movement type "move when pushed" available for custom elements
1146 * fixed bug in multiple config pages loader code that caused crashes
1149 * enhanced (remaining low-resolution) Supaplex graphics
1152 * version number set to 3.0.5
1155 * version 3.0.4 released
1157 2003-09-12 src/tools.c
1158 * fixed bug in custom definition of crumbled element graphics
1160 2003-09-11 src/files.c
1161 * fixed bug in multiple config pages code that caused crashes
1164 * version number set to 3.0.4
1167 * version 3.0.3 released
1170 * added music to Supaplex classic level set
1172 2003-09-07 src/libgame/misc.c
1173 * added support for loading various music formats through SDL_mixer
1175 2003-09-06 (various source files)
1176 * fixed several nasty bugs that may have caused crashes on some systems
1177 * added envelope content which gets displayed when collecting envelope
1178 * added multiple change event pages for custom elements
1180 2003-08-24 src/game.c
1181 * fixed problem with player animation when snapping and moving
1183 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1184 * fixed problem with flickering when drawing toon animations
1186 2003-08-23 src/libgame/sdl.c
1187 * fixed problem with setting mouse cursor in SDL version in fullscreen
1189 2003-08-23 src/game.c
1190 * fixed bug (missing array boundary check) which could crash the game
1193 * version number set to 3.0.3
1196 * version 3.0.2 released
1198 2003-08-21 src/game.c
1199 * fixed bug with creating inaccessible elements at player position
1201 2003-08-20 src/init.c
1202 * fixed bug with not finding current level artwork directory
1204 2003-08-20 src/files.c
1205 * fixed bug with choosing wrong engine version when playing tapes
1206 * fixed bug with messing up custom element properties in 3.0.0 levels
1209 * version number set to 3.0.2
1212 * version 3.0.1 released
1214 2003-08-17 (no source files affected)
1215 * changed all "classic" PCX image files with 16 colors or less to
1216 256 color (8 bit) storage format, because the Allegro game library
1217 cannot handle PCX files with less than 256 colors (contributed
1218 graphics are not affected and might look wrong in the DOS version)
1220 2003-08-16 src/init.c
1221 * fixed bug which (for example) crashed the level editor when defining
1222 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1223 (only set to default) -- invalid graphics now set to default graphic
1225 2003-08-16 src/init.c
1226 * fixed graphical bug of player digging/collecting/snapping element
1227 when no corresponding graphic/animation is defined for this action,
1228 resulting in player being drawn as EL_EMPTY (which should only be
1229 done to elements being collected, but not to the player)
1231 2003-08-16 src/game.c
1232 * fixed small graphical bug of player not totally moving into exit
1234 2003-08-16 src/libgame/setup.c
1235 * fixed bug with wrong MS-DOS 8.3 filename conversion
1237 2003-08-16 src/tools.c
1238 * fixed bug with invisible mouse cursor when pressing ESC while playing
1240 2003-08-16 (various source files)
1241 * added another 128 custom elements (disabled in editor by default)
1243 2003-08-16 src/editor.c
1244 * fixed NULL string bug causing Solaris to crash in sprintf()
1246 2003-08-16 src/screen.c
1247 * fixed drawing over scrollbar on level selection with custom fonts
1249 2003-08-15 src/game.c
1250 * cleanup of simple sounds / loop sounds / music settings
1252 2003-08-08 (various source files)
1253 * added custom element property for dropping collected elements
1255 2003-08-08 src/conf_gfx.c
1256 * fixed bug with missing graphic for active red disk bomb
1258 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1259 * extended variable "level.gravity" to "level.initial_gravity" and
1260 "game.current_gravity" to prevent level setting from being changed
1261 by playing the level (keeping the runtime value after playing)
1263 * fixed graphics bug when digging element that has 'crumbled' graphic
1264 definition, but not 'diggable' graphic definition
1267 * version number set to 3.0.1
1270 * version 3.0.0 released
1273 * various bug fixes; among others:
1274 - fixed bug with pushing spring over empty space
1275 - fixed bug with leaving tube while placing dynamite
1276 - fixed bug with explosion of smashed penguins
1277 - allow Murphy player graphic in levels with non-Supaplex elements
1281 * I have forgotten to document changes for some time
1284 * pre-release version 2.2.0rc1 released
1287 * version number set to 2.1.2
1290 * version 2.1.1 released
1293 * version number set to 2.1.1
1296 * version 2.1.0 released
1299 * version number set to 2.1.0
1301 2002-04-03 to 2002-05-19 (various source files)
1302 * graphics, sounds and music now fully configurable
1303 * bug fixed that prevented walking through tubes when gravity on
1305 2002-04-02 src/events.c, src/editor.c
1306 * Make Escape key less aggressive when playing or when editing level.
1307 This can be configured as an option in the setup menu. (Default is
1308 "less aggressive" which means "ask user if something can be lost"
1309 when pressing the Escape key.)
1311 2002-04-02 src/screen.c
1312 * Added "graphics setup" screen.
1314 2002-04-01 src/screen.c
1315 * Changed "choose level" setup screen stuff to be more generic (to
1316 make it easier to add more "choose from generic tree" setup screens).
1318 2002-04-01 src/config.c, src/timestamp.h
1319 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1320 automatically gets created by "src/Makefile" and contains an actual
1321 compile-time timestamp to identify development versions of the game).
1323 2002-03-31 src/tape.c, src/events.c
1324 * Added quick game/tape save/load functions to tape stuff which can be
1325 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1326 loads previously recorded tape and directly goes into recording mode
1327 from the end of the tape (therefore appending to the tape).
1329 2002-03-31 src/tape.c
1330 * Added "index mark" function to tape recorder. When playing or
1331 recording, "eject" button changes to "index" button. Setting index
1332 mark is not yet implemented, but pressing index button when playing
1333 allows very quick advancing to end of tape (when normal playing),
1334 very fast forward mode (when playing with normal fast forward) or
1335 very fast reaching of "pause before end of tape" (when playing with
1336 "pause before end" playing mode).
1338 2002-03-30 src/cartoons.c
1339 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1341 2002-03-29 src/screen.c
1342 * Changed setup screen stuff to be more generic (to make it easier
1343 to add more setup screens).
1345 2002-03-23 src/main.c, src/main.h
1346 * Various changes due to the introduction of the new libgame files
1347 "setup.c" and "joystick.c".
1349 2002-03-23 src/files.c
1350 * Generic parts of "src/files.c" (mainly setup and level directory
1351 stuff) moved to new libgame file "src/libgame/setup.c".
1353 2002-03-23 src/joystick.c
1354 * File "src/joystick.c" moved to libgame source tree, with
1355 correspondig changes.
1357 2002-03-22 src/screens.c
1358 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1359 (Wrong level series information displayed when entering main group.)
1361 2002-03-22 src/editor.c
1362 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1364 2002-03-22 src/editor.c
1365 * Changed behaviour of "Escape" key in level editor to be more
1366 intuitive: When in "Element Properties" or "Level Info" mode,
1367 return to "Drawing Mode" instead of leaving the level editor.
1369 2002-03-21 src/game.c, src/editor.c, src/files.c
1370 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1371 gems (emeralds, diamonds, ...) slipping down from normal wall,
1372 steel wall and growing wall (as in E.M.C. style levels). Although
1373 the behaviour of contributed and private levels wasn't changed (due
1374 to the use of "level.game_version"; see previous entry), editing
1375 those levels will (of course) change the behaviour accordingly.
1377 This change seems a bit too hard after thinking about it, because
1378 the EM style behaviour is not the "expected" behaviour (gems would
1379 normally only slip down from "rounded" walls). Therefore this was
1380 now changed to an element property for gem style elements, with the
1381 default setting "off" (which means: no special EM style behaviour).
1382 To fix older converted levels, this flag is set to "on" for pre-2.0
1383 levels that are neither contributed nor private levels.
1385 2002-03-20 src/files.h
1386 * Corrected settings for "level.game_version" depending of level type.
1387 (Contributed and private levels always get played with game engine
1388 version they were created with, while converted levels always get
1389 played with the most recent version of the game engine, to let new
1390 corrections of the emulation behaviour take effect.)
1392 2002-03-20 src/main.h
1393 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1394 compiling the SDL version on some systems.
1395 Thanks to the several people who pointed this out.
1398 * Version number set to 2.0.2.
1401 * Version 2.0.1 released.
1403 2002-03-18 src/screens.c
1404 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1406 2002-03-18 src/files.c [src/libgame/misc.c]
1407 * Moved some common functions from src/files.c to src/libgame/misc.c.
1409 2002-03-18 src/files.c [src/libgame/misc.c]
1410 * Changed permissions for new directories and saved files (especially
1411 score files) according to suggestions of Debian users and mantainers.
1412 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1414 2002-03-17 src/files.c
1415 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1416 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1417 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1418 for levels and "TAPE" for tapes). Old "cookie" style format is
1419 still supported for reading. New level and tape files are written
1422 * New IFF chunk "VERS" contains version numbers for file and game
1423 (where "game version" is the version of the program that wrote the
1424 file, and "file version" is a version number to distinguish files
1425 with different format, for example after adding new features).
1427 2002-03-15 src/screen.c
1428 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1429 (Before, you heard a mixture of the in-game music and the
1430 hall-of-fame music.)
1432 2002-03-14 src/events.c
1433 * Function "DumpTape()" (files.c) now available by pressing 't' from
1434 main menu (when in DEBUG mode).
1436 2002-03-14 src/game.c
1437 * "GameWon()": When game was won playing a tape, now there is no delay
1438 raising the score and no corresponding sound is played.
1440 2002-03-14 src/files.c
1441 * Changed "LoadTape()" for real chunk support and also adjusted
1442 "SaveTape()" accordingly.
1444 2002-03-14 src/game.c, src/tape.c, src/files.c
1445 * Important changes to tape format: The old tape format stored all
1446 actions with a real effect with a corresponding delay between the
1447 stored actions. This had some major disadvantages (for example,
1448 push delays had to be ignored, pressing a button for some seconds
1449 mutated to several single button presses because of the non-action
1450 delays between two action frames etc.). The new tape format just
1451 stupidly records all device actions and replays them later. I really
1452 don't know why I haven't solved it that way before?! Old-style tapes
1453 (with tape file version less than 2.0) get converted to the new
1454 format on-the-fly when loading and can therefore still be played;
1455 only some minor parts of the old-style tape handling code was needed.
1456 (A perfect conversion is not possible, because there is information
1457 missing about the device actions between two action frames.)
1459 2002-03-14 src/files.c
1460 * New function "DumpTape()" to dump the contents of the current tape
1461 in a human readable format.
1463 2002-03-14 src/game.c
1464 * Small tape bug fixed: When automatically advancing to next level
1465 after a game was won, the tape from the previous level still was
1466 loaded as a tape for the new level.
1468 2002-03-14 src/tape.c
1469 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1470 tape, cartoons did not get completely removed because
1471 StopAnimation() was not called.
1473 2002-03-13 src/files.c
1474 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1475 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1476 size even when using 16-bit elements). Added new chunk "CNT2" for
1477 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1478 chunk even when content was 16-bit element). "CNT2" should now be
1479 able to store content for arbitrary elements (up to eight blocks of
1480 3 x 3 element arrays). All "CNT2" elements will always be stored as
1481 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1483 2002-03-13 src/files.c
1484 * Changed "LoadLevel()" for real chunk support.
1486 2002-03-12 src/game.c
1487 * Fixed problem (introduced after 2.0.0 release) with penguins
1488 not getting killed by enemies
1490 2002-02-24 src/game.c, src/main.h
1491 * Added "player->is_moving"; now "player->last_move_dir" does
1492 not contain any information if the player is just moving at
1494 Before, "player->last_move_dir" was misused for this purpose
1495 for the robot stuff (robots don't kill players when they are
1496 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1497 broke tapes when walking through pipes!
1498 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1499 in a continuous movement. This fact is ignored for friends and