2 * changed file version identifier to reflect recent level file changes
5 * added new chunk "NAME" to level file format for level name settings
6 * added new chunk "NOTE" to level file format for envelope settings
7 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
8 * updated magic(5) file to recognize changed and new level file chunks
11 * changed gravity (which only affects the player) from level property
12 to player property (only makes a difference in multi-player levels)
13 * added change events "change when CE value/score changes"
14 * added change events "change when CE value/score changes of <element>"
17 * added new chunk "INFO" to level file format for global level settings
18 * added all element settings from "HEAD" chunk to "CONF" chunk
19 * added all global level settings from "HEAD" chunk to "INFO" chunk
22 * changed level file format by adding two new chunks "CUSX" (for custom
23 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
24 elements, replacing the previous "GRP1" chunk); these new IFF style
25 chunks use the new and flexible "micro chunks inside chunks" technique
26 already used with the new "CONF" chunk (for normal element properties)
27 which makes it possible to easily extend the existing level format
28 (instead of using fixed-length chunks like before, which are either
29 too big due to reserved bytes for future use, or too small when those
30 reserved bytes have all been used and even more data should be stored,
31 requiring the replacement by new and larger chunks just like it went
32 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
35 * added credits pages to the "credits" section that were really missing
36 * added some missing element descriptions to the level editor
37 * added down position of switchgate switch to the level editor
38 and allowed the use of both switch positions at the same time
39 * changed use of "Insert" and "Delete" keys to navigate element list in
40 level editor to start of previous or next cascading block of elements
43 * added the possibility to view the title screen to the info screen menu
44 * fixed some minor bugs with viewing title screens
47 * fixed bug with title (cross)fading in/out when using fullscreen mode
50 * fixed bug that forced re-defining of menu settings in local graphics
51 config file which are already defined in existing base config file
52 * fixed small bug that caused door sounds playing when music is enabled
55 * added the possibility to define up to five title screens for each
56 level set that are displayed after loading using (cross)fading in/out
57 (this was added to display the various start images of the EMC sets)
60 * added "CE score gets zero [of]" to custom element trigger conditions
61 * added setup option to display element token name in level editor
64 * added compatibility code for Juergen Bonhagen's menu artwork settings
67 * fixed bug with displaying wrong animation frame 0 after CE changes
68 * fixed bug with creating invisible elements when light switch is on
71 * added selection between ECS and AGA graphics for EMC levels to setup
74 * adjusted font handling for various narrow EMC style fonts
77 * changed EM engine behaviour back to re-allow initial rolling springs
80 * fixed handling of over-large selectboxes (less error-prone now)
81 * fixed bug when creating GE with walkable element under the player
84 * added use of "Insert" and "Delete" keys to navigate element list in
85 level editor to start of custom elements or start of group elements
86 * added virtual elements to access CE value and CE score of elements:
87 - "CE value of triggering element"
88 - "CE score of triggering element"
89 - "CE value of current element"
90 - "CE score of current element"
93 * fixed "grass" to "sand" in older EM levels (up to file version V4)
96 * changed behaviour of network games with internal errors (because of
97 different client frame counters) from immediately terminating R'n'D
98 to displaying an error message requester and stopping only the game
99 (also to prevent impression of crashes under non command-line runs)
100 * fixed playing network games with the EMC engine (did not work before)
101 * fixed bug with not scrolling the screen in multi-player mode with the
102 focus on player 1 when all players are moving in different directions
103 * fixed bug with keeping pointer to gadget even after its deallocation
104 * fixed bug with allowing "focus on all players" in network games
105 * fixed bug with player focus when playing tapes from network games
108 * uploaded pre-release (test) version 3.2.0-7 binary and source code
111 * code cleanup for game action control for R'n'D and EMC game engine
114 * fixed bug in multi-player movement with focus on both players
115 * added option to control only the focussed player with all input
118 * added player focus switching to level tape recording and re-playing
121 * fixed some bugs in player focus switching in EMC and RND game engine
124 * added special Supaplex animations for Murphy digging and snapping
125 * added special Supaplex animations for Murphy being bored and sleeping
128 * added four new yam yams with explicit start direction for EMC engine
129 * fixed bug in src/libgame/text.c with printing text outside the window
132 * fixed small bug in EMC level loader (copyright sign in EM II levels)
135 * added delayed ignition of EM style dynamite when used in R'n'D engine
136 * added limited movement range to EMC engine when focus on all players
139 * fixed bug with missing (zero) score values for native Supaplex levels
142 * added "continuous snapping" (snapping many elements while holding the
143 snap key pressed, without releasing the snap key after each element)
144 as a new player setting for more compatibility with the classic games
147 * finished scrolling for "focus on all players" in EMC graphics engine
150 * level sets with "levels: 0" are ignored for levels, but not artwork
151 * fixed bug when scanning empty level group directories (endless loop)
154 * fixed bug with explosion graphic for player using "Murphy" graphic
155 * fixed bug with explosion graphic if player leaves explosion in time
156 * changed some descriptive text in setup menu to use medium-width font
157 * added key shortcut settings for switching player focus to setup menu
160 * fixed bug with random value initialization when recording tapes
161 * fixed bug with playing single player tapes when team mode activated
164 * fixed little bug when trying to switch to player that does not exist
167 * added player switching (visual and quick) to R'n'D and EM game engine
168 * added setup option to select visual or quick in-game player switching
171 * added use of "Home" and "End" keys to handle element list in editor
174 * fixed bug with adding score when playing tape with EMC game engine
175 * added steel wall border for levels using EMC engine without border
176 * finally fixed delayed scrolling in EMC engine also for small levels
179 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
182 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
183 * fixed bug when displaying info element without action, but direction
186 * fixed minor graphical problems with springs smashing and slurping
187 (when using R'n'D style graphics instead of EMC style graphics)
190 * added scroll delay (as configured in setup) to EMC graphics engine
193 * improved screen redraw for EMC graphics engine (faster and smoother)
194 * when not scrolling, do not redraw the whole playfield if not needed
197 * added multi-player mode for EMC game engine (with up to four players)
200 * added android (can clone elements) from EMC engine to R'n'D engine
203 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
206 * added selectbox for initial player speed to player settings in editor
209 * version 3.1.2 created that is basically version 3.1.1, but with a
210 major bug fixed that prevented editing your own private levels
211 * version 3.1.2 released
214 * added magic ball (creates elements) from EMC engine to R'n'D engine
217 * uploaded fixed pre-release version 3.2.0-6 binary and source code
220 * fixed bug when using "CE can leave behind <trigger element>"
221 * added new change condition "(after/when) creation of <element>"
222 * added new change condition "(after/when) digging <element>"
223 * fixed bug accessing invalid gadget that caused crashes under Windows
224 * deactivated new possibility for multiple CE changes per frame
227 * uploaded pre-release (test) version 3.2.0-6 binary and source code
230 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
231 * fixed bug with not keeping CE value for moving CEs with only action
232 * changed CE action selectboxes in editor to be only reset when needed
235 * added option "use artwork from element" for custom player artwork
236 * added option "use explosion from element" for player explosions
239 * added cascaded element lists in the level editor
240 * added persistence for cascaded element lists by "editorcascade.conf"
241 * added dynamic element list with all elements used in current level
242 * added possibility for multiple CE changes per frame (experimental)
245 * uploaded pre-release (test) version 3.2.0-5 binary and source code
248 * changed "score for each 10 seconds/steps left" to "1 second/step"
249 * added own score for collecting "extra time" instead of sharing it
250 * added change events "switched by player" and "player switches <e>"
251 * added change events "snapped by player" and "player snaps <e>"
252 * added "set player artwork: <element choice>" to CE action options
253 * added change event "move of <element>"
256 * added "set player shield: off / normal / deadly" to CE action options
257 * added new player option "use level start element" in level editor
258 to set the correct focus at level start to elements from which the
259 player is created later (this did not work before for cascaded CE
260 changes resulting in creation of the player; it is now also possible
261 to create the player from a yam yam which is smashed at level start)
264 * added "set player speed: frozen (not moving)" to CE action options
265 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
268 * added new player option "block snap field" (enabled by default) to
269 make it possible to show a snapping animation like in Emerald Mine
272 * added dynamic selectboxes to custom element action settings in editor
273 * added "CE value" counter for custom elements (instead of "CE count")
274 * added option to use the last "CE value" after custom element change
275 * added option to use the "CE value" of other elements in CE actions
276 * fixed odd behaviour when pressing time orb in levels w/o time limit
277 * added checkbox "use time orb bug" for older levels that use this bug
280 * added missing configuration settings for the following elements:
281 - EL_TIMEGATE_SWITCH (time of open time gate)
282 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
283 - EL_SHIELD_NORMAL (time of shield duration)
284 - EL_SHIELD_DEADLY (time of shield duration)
285 - EL_EXTRA_TIME (time added to level time)
286 - EL_TIME_ORB_FULL (time added to level time)
289 * added "wind direction" as a movement pattern for custom elements
290 * added initial wind direction for balloon / custom elements to editor
291 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
294 * added parameters for "game of life" and "biomaze" elements to editor
297 * added level file chunk "CONF" for generic level and element settings
300 * uploaded pre-release (test) version 3.2.0-4 binary and source code
303 * skip empty level sets (with "levels: 0"; may be artwork base sets)
304 * added sound action ".page[1]" to ".page[32]" for each CE change page
307 * added image config suffix ".clone_from" to copy whole image settings
308 * fixed bug with invalid ("undefined") CE settings in old level files
311 * fixed graphical bug with smashing elements falling faster than player
314 * fixed major bug which prevented private levels from being edited
315 * fixed bug with precedence of general and special font definitions
318 * fixed graphical bug with player animation when player moves slowly
321 * uploaded pre-release (test) version 3.2.0-3 binary and source code
324 * fixed bug which prevented "global.num_toons: 0" from working
327 * major code cleanup (removed all these annoying "#if 0" blocks)
330 * added custom element actions for CE change page in level editor
333 * fixed music initialization bug in init.c (thanks to David Binderman)
334 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
335 (this bug must probably be fixed at other places, too)
338 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
339 (should be '#include <SDL.h>' instead)
342 * fixed bug which prevented "walkable from no direction" from working
343 (due to compatibility code overwriting this setting after loading)
346 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
349 * version number temporarily set to 3.1.1 (intermediate bugfix release)
350 * version 3.1.1 released
353 * changed some va_arg() arguments from 'long' to 'int', fixing problems
354 on 64-bit architecture systems with LP64 data model
357 * fixed bug with bombs not exploding when hitting the last level line
358 (introduced after the release of 3.1.0)
361 * added support for dumping small-sized level sketches from editor
364 * added recognition of "trigger element" for "change digged element to"
365 (this is not really what the "trigger element" was made for, but its
366 use may seem obvious for leaving back digged elements unchanged)
369 * fixed multiple warnings about failed joystick device initialization
372 * fixed bug with dynamite dropped on top of just dropped custom element
373 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
374 dynamite can still be dropped, but drop key must be released before
377 * fixed bug with wrong start directory when started from file browser
378 (due to this bug, R'n'D could not be started from KDE's Konqueror)
381 * fixed bug causing "change when impact" on player not working
382 * fixed wrong priority of "hitting something" over "hitting <element>"
383 * fixed wrong priority of "hit by something" over "hit by <element>"
386 * fixed graphical bug which caused the player (being Murphy) to show
387 collecting animations although the element was collected by penguin
390 * fixed two bugs causing wrong door background graphics in system.c
391 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
394 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
395 * added "no direction" to "walkable/passable from" selectbox options
398 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
399 * in tape autoplay, not only report broken, but also missing tapes
402 * uploaded pre-release (test) version 3.2.0-2 binary and source code
405 * fixed small bug with "linear" animation not working for active lamp
408 * fixed bug with moving up despite gravity due to "block last field"
409 * fixed small bug with wrong draw offset when typing name in main menu
410 * when reading user names from "passwd", ignore data after first comma
411 * when creating new "levelinfo.conf", only write some selected entries
414 * fixed displaying "imported from/by" on preview with empty string
415 * fixed ignoring draw offset for fonts used for level preview texts
418 * fixed a delay problem with SDL and too many mouse motion events
419 * added setup option "skip levels" and level skipping functionality
422 * added move speed "not moving" for non-moving CEs, but with direction
425 * fixed mapping of obsolete element token names in "editorsetup.conf"
426 * fixed bug with sound "acid.splashing" treated as a loop sound
427 * fixed some little sound bugs in native EM engine
430 * fixed small bug when dragging scrollbars to end positions
433 * added editor element descriptions written by Aaron Davidson
436 * improved fallback handling when configured artwork is not available
437 (now using default artwork instead of exiting when files not found)
440 * fixed bug on level selection screen when dragging scrollbar
443 * fixed bug which caused broken tapes when appending to EM engine tapes
446 * uploaded pre-release (test) version 3.2.0-1 binary and source code
449 * added code to replace changed artwork config tokens with other tokens
450 (needed for backwards compatibility, so that older tokens still work)
453 * added native R'n'D graphics for some new EMC elements in EM engine
456 * fixed some bugs in the EM engine integration code
457 * changed EM engine code to allow diagonal movement
458 * changed EM engine code to allow use of separate snap and drop keys
461 * fixed some redraw bugs when using EM engine
464 * fixed bug with not converting RND levels which are set to use native
465 engine to native level structure when loading
468 * uploaded pre-release (test) version 3.2.0-0 binary and source code
471 * version number set to 3.2.0
474 * level data now reset to defaults after attempt to load invalid file
477 * added use of "editorsetup.conf" for different level sets
480 * added auto-detection for various types of Emerald Mine level files
483 * fixed bug with scrollbars getting too small when list is very large
486 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
489 * added most level editor configuration gadgets for new EMC elements
492 * added more element and graphic definitions for new EMC elements
495 * modified native EM engine to use integrated R'n'D sound system
498 * added SDL support to graphics functions in native EM engine
499 (by always using generic libgame interface functions)
502 * fixed bug in frame synchronization in native EM engine
505 * added code to convert levels between R'n'D and native EM engine
508 * new Emerald Mine engine can now play levels selected in main menu
511 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
512 (which creates scaled down graphics for level editor and preview);
513 there's still a memory leak somewhere in the artwork handling code
514 * added "scale image up" functionality to X11 version of zoom function
517 * first attempts to integrate new, native Emerald Mine Club engine
520 * fixed bug in gadget code which caused reset of CEs in level editor
521 (example: pressing 'b' [grab brush] on CE config page erased values)
522 (solution: check if gadgets in ClickOnGadget() are really mapped)
523 * improved level change detection in editor (settings now also checked)
524 * fixed bug with "can move into acid" and "don't collide with" state
527 * fixed maze runner style CEs to use the configured move delay value
530 * added Aaron Davidson's tutorial level set to the "Tutorials" section
533 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
534 * fixed the above fix because it broke level set "machine" (*sigh*)
535 * fixed random element placement in level editor to work as expected
536 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
539 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
542 * fixed bug (missing array boundary check) which caused broken tapes
543 * fixed bug (when loading level template) which caused broken levels
544 * fixed bug with new block last field code when using non-yellow player
547 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
548 * internal change of how the player blocks the last field when moving
549 * fixed blocking delay of last field for EM and SP style block delay
550 * fixed bug where the player had to wait for the usual move delay after
551 unsuccessfully trying to move, when he directly could move after that
552 * the last two changes should make original Supaplex level 93 solvable
553 * improved use of random number generator to make it less predictable
554 * fixed behaviour of slippery SP elements to let slip left, then right
557 * fixed bug with wrong door state after trying to quickload empty tape
558 * fixed waste of static memory usage of the binary, making it smaller
559 * fixed very little graphical bug in Supaplex explosion
562 * version number set to 3.1.1
565 * version 3.1.0 released
568 * fixed bug with crash when writing user levelinfo.conf the first time
571 * added option "convert LEVELDIR [NR]" to command line batch commands
572 * re-converted Supaplex levels to apply latest engine fixes
573 * changed "use graphic/sound of element" to "use graphic of element"
574 due to compatibility problems with some levels ("bug machine" etc.)
577 * fixed bug with CE change replacing player with same or other player
580 * fixed bug with opaque font in envelope with background graphic when
581 background graphic is not transparent itself
584 * added "gravity on" and "gravity off" ports for Supaplex compatibility
585 * corrected original Supaplex level loading code to use these new ports
586 * also corrected Supaplex loader to auto-count infotrons if set to zero
589 * fixed bug with missing initialization of "modified" flag for GEs
592 * fixed bug that caused endless recursion loop when relocating player
593 * fixed tape recorder bug in "step mode" when using "pause before end"
594 * fixed tape recorder bug when changing from "warp forward" mode
597 * fixed bug with "when touching" for pushed elements at last position
600 * fixed bug that caused two activated toolbox buttons in level editor
601 * fixed bug with exploding dynabomb under player due to other explosion
604 * fixed bug with creating walkable custom element under player (again)
605 * fixed bug with not copying explosion type when copying CEs in editor
606 * fixed graphical bug when drawing player in setup menu (input devices)
607 * fixed graphical bug when the player is pushing an accessible element
608 * fixed bug with classic switchable elements triggering CE changes
609 * fixed bug with entering/leaving walkable element in RelocatePlayer()
610 * fixed crash bug when CE leaves behind the trigger player element
613 * fixed bug with broken tubes after placing/exploding dynamite in them
614 * fixed bug with exploding dynamite under player due to other explosion
615 * fixed bug with not resetting push delay under certain circumstances
618 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
619 * added network multiplayer code for Windows (thanks to Niko Böhm)
622 * added option "reachable despite gravity" for gravity movement
623 * changed gravity movement of most classic walkable and passable
624 elements back to "not reachable" (for compatibility reasons)
627 * fixed (removed) "indestructible" / "can explode" dependency in editor
628 * fixed (removed) "accessible inside" / "protected" dependency
629 * fixed (removed) "step mode" / "shield time" dependency
632 * fixed dynabombs exploding now into anything diggable
633 * fixed Supaplex style gravity movement into buggy base now impossible
634 * added pressing key "space" as valid action to select menu options
637 * added "replace when walkable" to relocate player to walkable element
638 * added "enter"/"leave" event for elements affected by relocation
639 * fixed "direct"/"indirect" change order also for "when change" event
640 * fixed graphical bug when pushing things from elements walkable inside
643 * fixed graphic bug when player is snapping while moving in old levels
644 * fixed bug when a moving custom element leaves a player element behind
645 * fixed bug with mole not disappearing when moving into acid pool
646 * fixed bug with incomplete path setting when using "--basepath" option
647 * moving CE can now leave walkable elements behind under the player
648 * when relocating, player can be set on walkable element now
649 * fixed another gravity movement bug
652 * uploaded pre-release (test) version 3.1.0-2 binary and source code
655 * added "collectible" and "removable" to extended replacement types
656 (where "removable" replaces "diggable" and "collectible" elements)
657 * added "collectible & throwable" (to throw element to the next field)
658 * fixed bug with CEs digging elements that are just about to explode
659 * changed mouse cursor now always being visible when game is paused
662 * added possibility to push/press accessible elements from a side that
664 * fixed bug with not setting actual date when appending to tape
667 * fixed bug with incorrectly initialized custom element editor graphics
670 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
671 - number of levels corrected from 18 to 17 in "levelinfo.conf"
674 * fixed bug with destroyed robot wheel still attracting robots forever
675 * fixed bug with time gate switch deactivating after robot wheel time
676 (while the time gate itself is not affected by this misbehaviour)
677 * changed behaviour of BD style amoeba to always get blocked by player
678 (before it was different when there were non-BD elements in level)
679 * fixed bug with player destroying indestructable elements with shield
682 * added option to make growing elements grow into anything diggable
683 (for the various amoeba types, biomaze and "game of life")
686 * fixed bug with movable elements not moving after left behind by CEs
687 * changed gravity movement to anything diggable, not only sand/base
688 * optionally allowing passing to walkable element, not only empty space
689 * added option "can pass to walkable element" for players
690 * finally fixed gravity movement (hopefully)
693 * fixed bug with movable elements not moving anymore after falling down
696 * fixed another bug with custom elements digging and leaving elements
697 * fixed bug with "along left/right side" and automatic start direction
698 * trigger elements now also displayed when "more custom" deactivated
699 * fixed bug with clipboard element initialized when loading new level
700 * added option "drop delay" to set delay before dropping next element
703 * uploaded pre-release (test) version 3.1.0-1 binary and source code
706 * added copy and paste functions for custom change pages
707 * enhanced graphical display and functionality of tape recorder
708 * fixed bug with custom elements digging and leaving elements
711 * added move speed faster than "very fast" for custom elements
712 * fixed bug with 3+3 style explosions and missing border content
713 * fixed little bug when copying custom elements in the editor
714 * enhanced custom element changes by more side trigger actions
717 * added option "no scrolling when relocating" for instant teleporting
718 * uploaded pre-release (test) version 3.1.0-0 binary and source code
721 * added trigger element and trigger player to use as target elements
722 * added copy and paste functions for custom and group elements
725 * fixed graphical bug when displaying explosion animations
726 * fixed bug when appending to tapes, resulting in broken tapes
727 * re-recorded a few tapes broken by fixing gravity checking bug
730 * "can move into acid" property now for all elements independently
731 * "can fall into acid" property for player stored in same bitfield now
732 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
733 * version number set to 3.1.0 (finally!)
736 * changed tape recording to only record input, not programmed actions
739 * fixed totally broken (every 8th frame skipped) step-by-step recording
740 * fixed bug with requester not displayed when quick-loading interrupted
741 * added option "can fall into acid (with gravity)" for players
742 * fixed bug with player not falling when snapping down with gravity
745 * fixed bug which messed up key config when using keypad number keys
748 * fixed bug which allowed moving upwards even when gravity was active
749 * fixed bug with missing error handling when dumping levels or tapes
752 * added different colored editor graphics for Supaplex gravity tubes
755 * fixed bug that allowed solvable tapes for unsolvable levels
758 * use unlimited number of droppable elements when "count" set to zero
759 * added option to use step limit instead of time limit for level
762 * added player and change page as trigger for custom element change
765 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
768 * fixed bug with dark yamyam changing to acid when moving over acid
769 * fixed handling of levels with more than 999 seconds level time
770 (example: level 76 of "Denmine")
773 * "spring push bug" reintroduced as configurable element property
774 * fixed bug with missing properties for "mole"
775 * fixed bug that showed up when fixing the above "mole" properties bug
776 * added option "can move into acid" for all movable elements
777 * fixed graphical bug for elements moving into acid
778 * changed event handling to handle all pending events before going on
781 * fixed bug which caused all CE change pages to be ignored which had
782 the same change event, but used a different element side
783 (reported by Simon Forsberg)
785 * fixed bug which caused elements that can move and fall and that are
786 transported by a conveyor belt to continue moving into that direction
787 after leaving the conveyor belt, regardless of their own movement
788 type; only elements which can not move are transported now
789 (reported by Simon Forsberg)
791 * fixed bug which could cause an array overflow in RelocatePlayer()
792 (reported by Niko Böhm)
794 * changed Emerald Mine style "passable / over" elements to "protected"
795 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
797 * added new option to select from which side a "walkable/passable"
798 element can be entered
801 * added explosion and ignition delay for elements that can explode
804 * fixed bug which caused player not being protected against enemies
805 when a CE was "walkable / inside" and was not "indestructible"
806 * added "walkable/passable" fields to be "protected/unprotected"
807 against enemies, even if not accessible "inside" but "over/under"
810 * corrected move pattern to 32 bit and initial move direction to 8 bit
813 * added second custom element base configuration page
816 * added some special EMC mappings to Emerald Mine level loader
817 (also covering previously unknown element in level 0 of "Bondmine 8")
820 * added option to block last field when player is moving (for Supaplex)
821 * adjusted push delay of Supaplex elements
822 * removed delays for envelopes etc. when replaying with maximum speed
823 * fixed bug when dropping element on a field that just changed to empty
826 * fixed bug: infotrons can now smash yellow disks
827 * fixed bug: when gravity active, port above player can now be entered
828 * removed "one white dot" mouse pointer which irritated some people
831 * added "choice type" for group element selection
834 * fixed bug with initial invulnerability of non-yellow player
837 * added level loader for loading native Supaplex packed levels
838 (including multi-part levels like the "splvls99" levels)
841 * fixed bug which allowed creating emeralds by escaping explosions
844 * custom elements can change (limited) or leave (unlimited) elements
845 * finally added multiple matches using group elements
846 * added shortcut to dump brush (type ":DB" in editor) for use in forum
849 * added new start movement type "previous" for continued CE movement
850 * added new start movement type "random" for random CE movement start
853 * added new element "sokoban_field_player" needed for Sokoban levels
854 (thanks to Ed Booker for pointing this out!)
857 * added elements that can be digged or left behind by custom elements
860 * added group elements for multiple matches and random element creation
863 * fixed some graphical errors displayed in old levels
866 * fixed wrong double speed movement after passing closing gates
869 * added level loader for loading native Emerald Mine levels
872 * changes for "shooting" style CE movement
875 * Happy New Year! ;-)
878 * changed default snap/drop keys from left/right Shift to Control keys
881 * fixed bug with dead player getting reanimated from custom element
884 * fixed bug with wrong penguin graphics (when entering exit)
887 * fixed bug with wrong "Murphy" graphics (when digging etc.)
890 * version number set to 3.0.9
893 * version 3.0.8 released
896 * added function checked_free()
899 * fixed bug with double nut cracking sound
900 (by eliminating "default element action sound" assignment in init.c)
903 * fixed crash when no music info files are available
906 * fixed boring and sleeping sounds
909 * added "maze runner" and "maze hunter" movement types
910 * added extended collision conditions for custom elements
913 * added warnings for undefined token values in artwork config files
916 * added menu entry for level set information to the info screen
919 * fixed bug with wrong default impact sound for colored emeralds
922 * added several sub-screens for the info screen
923 * menu text now also clickable (not only blue/red sphere left of it)
926 * added configurable "bored" and "sleeping" animations for the player
927 * added "awakening" sound for player when waking up after sleeping
930 * added "copy" and "exchange" functions for custom elements to editor
933 * added configurable element animations for info screen
936 * added configurable music credits for info screen
939 * finally fixed tape recording when player is created from CE change
942 * added "editorsetup.conf" for editor element list configuration
945 * added "musicinfo.conf" for menu and level music configuration
948 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
949 (that only showed up on Linux, but not on Windows systems)
952 * fixed turning movement of butterflies and fireflies (no frame reset)
953 * enhanced sniksnak turning movement (two steps instead of only one)
956 * version number set to 3.0.8
959 * version 3.0.7 released
962 * fixed reset of player animation frame when, for example,
963 walking, digging or collecting share the same animation
964 * fixed CE with "deadly when touching" exploding when touching amoeba
967 * fixed tape recording when player is created from CE element change
970 * introduced "turning..." action graphic for elements with move delay
971 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
972 * added turning animations for bug, spaceship and sniksnak
975 * prevent "extended" changed elements from delay change in same frame
978 * fixed bug when pushing element that can move away to the side
979 (like pushing falling elements, but now with moving elements)
982 * finally fixed serious bug in code for delayed element pushing (again)
985 * unavailable setup options now marked as "n/a" instead of "off"
986 * new boolean directive "latest_engine" for "levelinfo.conf": when set
987 to "true", levels are always played with the latest game engine,
988 which is desired for levels that are imported from other games; all
989 other levels are played with the engine version stored in level file
990 (which is normally the engine version the level was created with)
993 * fixed serious bug in code for delayed element pushing
994 * fixed little bug in animation frame selection for pushed elements
995 * speed-up of reading config file for verbose output
998 * added configuration option for opening and closing Supaplex exit
999 * added configuration option for moving up/down animation for Murphy
1000 * fixed incorrectly displayed animation for attacking dragon
1001 * fixed bug with not setting initial gravity for each new game
1002 * fixed bug with teleportation of player by custom element change
1003 * fixed bug with player not getting smashed by rock sometimes
1006 * version number set to 3.0.7
1009 * version 3.0.6 released
1012 * added support for MP3 music for SDL version through SMPEG library
1015 * fixed bug when initializing font graphic structure
1016 * fixed bug with animation mode "pingpong" when using only 1 frame
1017 * fixed bug with extended change target introduced in 3.0.5
1018 * fixed bug where passing over moving element doubles player speed
1019 * fixed bug with elements continuing to move into push direction
1020 * fixed bug with duplicated player when dropping bomb with shield on
1021 * added "switching" event for custom elements ("pressing" only once)
1022 * fixed switching bug (resetting flag when not switching but not idle)
1025 * fixed element tokens for certain file elements with ".active" etc.
1028 * version number set to 3.0.6
1031 * version 3.0.5 released
1034 * now four envelope elements available
1035 * font, background, animation and sound for envelope now configurable
1036 * main menu doors opening/closing animation type now configurable
1039 * active/inactive sides configurable for custom element changes
1040 * new movement type "move when pushed" available for custom elements
1043 * fixed bug in multiple config pages loader code that caused crashes
1046 * enhanced (remaining low-resolution) Supaplex graphics
1049 * version number set to 3.0.5
1052 * version 3.0.4 released
1054 2003-09-12 src/tools.c
1055 * fixed bug in custom definition of crumbled element graphics
1057 2003-09-11 src/files.c
1058 * fixed bug in multiple config pages code that caused crashes
1061 * version number set to 3.0.4
1064 * version 3.0.3 released
1067 * added music to Supaplex classic level set
1069 2003-09-07 src/libgame/misc.c
1070 * added support for loading various music formats through SDL_mixer
1072 2003-09-06 (various source files)
1073 * fixed several nasty bugs that may have caused crashes on some systems
1074 * added envelope content which gets displayed when collecting envelope
1075 * added multiple change event pages for custom elements
1077 2003-08-24 src/game.c
1078 * fixed problem with player animation when snapping and moving
1080 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1081 * fixed problem with flickering when drawing toon animations
1083 2003-08-23 src/libgame/sdl.c
1084 * fixed problem with setting mouse cursor in SDL version in fullscreen
1086 2003-08-23 src/game.c
1087 * fixed bug (missing array boundary check) which could crash the game
1090 * version number set to 3.0.3
1093 * version 3.0.2 released
1095 2003-08-21 src/game.c
1096 * fixed bug with creating inaccessible elements at player position
1098 2003-08-20 src/init.c
1099 * fixed bug with not finding current level artwork directory
1101 2003-08-20 src/files.c
1102 * fixed bug with choosing wrong engine version when playing tapes
1103 * fixed bug with messing up custom element properties in 3.0.0 levels
1106 * version number set to 3.0.2
1109 * version 3.0.1 released
1111 2003-08-17 (no source files affected)
1112 * changed all "classic" PCX image files with 16 colors or less to
1113 256 color (8 bit) storage format, because the Allegro game library
1114 cannot handle PCX files with less than 256 colors (contributed
1115 graphics are not affected and might look wrong in the DOS version)
1117 2003-08-16 src/init.c
1118 * fixed bug which (for example) crashed the level editor when defining
1119 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1120 (only set to default) -- invalid graphics now set to default graphic
1122 2003-08-16 src/init.c
1123 * fixed graphical bug of player digging/collecting/snapping element
1124 when no corresponding graphic/animation is defined for this action,
1125 resulting in player being drawn as EL_EMPTY (which should only be
1126 done to elements being collected, but not to the player)
1128 2003-08-16 src/game.c
1129 * fixed small graphical bug of player not totally moving into exit
1131 2003-08-16 src/libgame/setup.c
1132 * fixed bug with wrong MS-DOS 8.3 filename conversion
1134 2003-08-16 src/tools.c
1135 * fixed bug with invisible mouse cursor when pressing ESC while playing
1137 2003-08-16 (various source files)
1138 * added another 128 custom elements (disabled in editor by default)
1140 2003-08-16 src/editor.c
1141 * fixed NULL string bug causing Solaris to crash in sprintf()
1143 2003-08-16 src/screen.c
1144 * fixed drawing over scrollbar on level selection with custom fonts
1146 2003-08-15 src/game.c
1147 * cleanup of simple sounds / loop sounds / music settings
1149 2003-08-08 (various source files)
1150 * added custom element property for dropping collected elements
1152 2003-08-08 src/conf_gfx.c
1153 * fixed bug with missing graphic for active red disk bomb
1155 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1156 * extended variable "level.gravity" to "level.initial_gravity" and
1157 "game.current_gravity" to prevent level setting from being changed
1158 by playing the level (keeping the runtime value after playing)
1160 * fixed graphics bug when digging element that has 'crumbled' graphic
1161 definition, but not 'diggable' graphic definition
1164 * version number set to 3.0.1
1167 * version 3.0.0 released
1170 * various bug fixes; among others:
1171 - fixed bug with pushing spring over empty space
1172 - fixed bug with leaving tube while placing dynamite
1173 - fixed bug with explosion of smashed penguins
1174 - allow Murphy player graphic in levels with non-Supaplex elements
1178 * I have forgotten to document changes for some time
1181 * pre-release version 2.2.0rc1 released
1184 * version number set to 2.1.2
1187 * version 2.1.1 released
1190 * version number set to 2.1.1
1193 * version 2.1.0 released
1196 * version number set to 2.1.0
1198 2002-04-03 to 2002-05-19 (various source files)
1199 * graphics, sounds and music now fully configurable
1200 * bug fixed that prevented walking through tubes when gravity on
1202 2002-04-02 src/events.c, src/editor.c
1203 * Make Escape key less aggressive when playing or when editing level.
1204 This can be configured as an option in the setup menu. (Default is
1205 "less aggressive" which means "ask user if something can be lost"
1206 when pressing the Escape key.)
1208 2002-04-02 src/screen.c
1209 * Added "graphics setup" screen.
1211 2002-04-01 src/screen.c
1212 * Changed "choose level" setup screen stuff to be more generic (to
1213 make it easier to add more "choose from generic tree" setup screens).
1215 2002-04-01 src/config.c, src/timestamp.h
1216 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1217 automatically gets created by "src/Makefile" and contains an actual
1218 compile-time timestamp to identify development versions of the game).
1220 2002-03-31 src/tape.c, src/events.c
1221 * Added quick game/tape save/load functions to tape stuff which can be
1222 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1223 loads previously recorded tape and directly goes into recording mode
1224 from the end of the tape (therefore appending to the tape).
1226 2002-03-31 src/tape.c
1227 * Added "index mark" function to tape recorder. When playing or
1228 recording, "eject" button changes to "index" button. Setting index
1229 mark is not yet implemented, but pressing index button when playing
1230 allows very quick advancing to end of tape (when normal playing),
1231 very fast forward mode (when playing with normal fast forward) or
1232 very fast reaching of "pause before end of tape" (when playing with
1233 "pause before end" playing mode).
1235 2002-03-30 src/cartoons.c
1236 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1238 2002-03-29 src/screen.c
1239 * Changed setup screen stuff to be more generic (to make it easier
1240 to add more setup screens).
1242 2002-03-23 src/main.c, src/main.h
1243 * Various changes due to the introduction of the new libgame files
1244 "setup.c" and "joystick.c".
1246 2002-03-23 src/files.c
1247 * Generic parts of "src/files.c" (mainly setup and level directory
1248 stuff) moved to new libgame file "src/libgame/setup.c".
1250 2002-03-23 src/joystick.c
1251 * File "src/joystick.c" moved to libgame source tree, with
1252 correspondig changes.
1254 2002-03-22 src/screens.c
1255 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1256 (Wrong level series information displayed when entering main group.)
1258 2002-03-22 src/editor.c
1259 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1261 2002-03-22 src/editor.c
1262 * Changed behaviour of "Escape" key in level editor to be more
1263 intuitive: When in "Element Properties" or "Level Info" mode,
1264 return to "Drawing Mode" instead of leaving the level editor.
1266 2002-03-21 src/game.c, src/editor.c, src/files.c
1267 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1268 gems (emeralds, diamonds, ...) slipping down from normal wall,
1269 steel wall and growing wall (as in E.M.C. style levels). Although
1270 the behaviour of contributed and private levels wasn't changed (due
1271 to the use of "level.game_version"; see previous entry), editing
1272 those levels will (of course) change the behaviour accordingly.
1274 This change seems a bit too hard after thinking about it, because
1275 the EM style behaviour is not the "expected" behaviour (gems would
1276 normally only slip down from "rounded" walls). Therefore this was
1277 now changed to an element property for gem style elements, with the
1278 default setting "off" (which means: no special EM style behaviour).
1279 To fix older converted levels, this flag is set to "on" for pre-2.0
1280 levels that are neither contributed nor private levels.
1282 2002-03-20 src/files.h
1283 * Corrected settings for "level.game_version" depending of level type.
1284 (Contributed and private levels always get played with game engine
1285 version they were created with, while converted levels always get
1286 played with the most recent version of the game engine, to let new
1287 corrections of the emulation behaviour take effect.)
1289 2002-03-20 src/main.h
1290 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1291 compiling the SDL version on some systems.
1292 Thanks to the several people who pointed this out.
1295 * Version number set to 2.0.2.
1298 * Version 2.0.1 released.
1300 2002-03-18 src/screens.c
1301 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1303 2002-03-18 src/files.c [src/libgame/misc.c]
1304 * Moved some common functions from src/files.c to src/libgame/misc.c.
1306 2002-03-18 src/files.c [src/libgame/misc.c]
1307 * Changed permissions for new directories and saved files (especially
1308 score files) according to suggestions of Debian users and mantainers.
1309 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1311 2002-03-17 src/files.c
1312 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1313 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1314 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1315 for levels and "TAPE" for tapes). Old "cookie" style format is
1316 still supported for reading. New level and tape files are written
1319 * New IFF chunk "VERS" contains version numbers for file and game
1320 (where "game version" is the version of the program that wrote the
1321 file, and "file version" is a version number to distinguish files
1322 with different format, for example after adding new features).
1324 2002-03-15 src/screen.c
1325 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1326 (Before, you heard a mixture of the in-game music and the
1327 hall-of-fame music.)
1329 2002-03-14 src/events.c
1330 * Function "DumpTape()" (files.c) now available by pressing 't' from
1331 main menu (when in DEBUG mode).
1333 2002-03-14 src/game.c
1334 * "GameWon()": When game was won playing a tape, now there is no delay
1335 raising the score and no corresponding sound is played.
1337 2002-03-14 src/files.c
1338 * Changed "LoadTape()" for real chunk support and also adjusted
1339 "SaveTape()" accordingly.
1341 2002-03-14 src/game.c, src/tape.c, src/files.c
1342 * Important changes to tape format: The old tape format stored all
1343 actions with a real effect with a corresponding delay between the
1344 stored actions. This had some major disadvantages (for example,
1345 push delays had to be ignored, pressing a button for some seconds
1346 mutated to several single button presses because of the non-action
1347 delays between two action frames etc.). The new tape format just
1348 stupidly records all device actions and replays them later. I really
1349 don't know why I haven't solved it that way before?! Old-style tapes
1350 (with tape file version less than 2.0) get converted to the new
1351 format on-the-fly when loading and can therefore still be played;
1352 only some minor parts of the old-style tape handling code was needed.
1353 (A perfect conversion is not possible, because there is information
1354 missing about the device actions between two action frames.)
1356 2002-03-14 src/files.c
1357 * New function "DumpTape()" to dump the contents of the current tape
1358 in a human readable format.
1360 2002-03-14 src/game.c
1361 * Small tape bug fixed: When automatically advancing to next level
1362 after a game was won, the tape from the previous level still was
1363 loaded as a tape for the new level.
1365 2002-03-14 src/tape.c
1366 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1367 tape, cartoons did not get completely removed because
1368 StopAnimation() was not called.
1370 2002-03-13 src/files.c
1371 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1372 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1373 size even when using 16-bit elements). Added new chunk "CNT2" for
1374 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1375 chunk even when content was 16-bit element). "CNT2" should now be
1376 able to store content for arbitrary elements (up to eight blocks of
1377 3 x 3 element arrays). All "CNT2" elements will always be stored as
1378 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1380 2002-03-13 src/files.c
1381 * Changed "LoadLevel()" for real chunk support.
1383 2002-03-12 src/game.c
1384 * Fixed problem (introduced after 2.0.0 release) with penguins
1385 not getting killed by enemies
1387 2002-02-24 src/game.c, src/main.h
1388 * Added "player->is_moving"; now "player->last_move_dir" does
1389 not contain any information if the player is just moving at
1391 Before, "player->last_move_dir" was misused for this purpose
1392 for the robot stuff (robots don't kill players when they are
1393 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1394 broke tapes when walking through pipes!
1395 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1396 in a continuous movement. This fact is ignored for friends and