2 * fixed bug with displaying pushed CE with value/score/delay anim_mode
5 * added configurable level preview position, tile size and dimensions
6 * added configurable game panel value positions (gems, time, score etc.)
9 * fixed small bug with time displayed incorrectly when collecting CEs
12 * fixed bug with bumpy scrolling with EM engine in double player mode
15 * added compatibility code to fix "Snake Bite" style levels that were
16 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
19 * fixed bug with scrollbars inside editor when using the Windows mouse
20 enhancement tool "True X-Mouse" (which injects key events to the event
21 queue to insert selected stuff into the Windows clipboard, which gets
22 confused with the "Insert" key for jumping to the last editor cascade
23 block in the element list)
24 * added Rocks'n'Diamonds icon for use as window icon to SDL version
25 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
28 * added selection of preferred fullscreen mode to setup / graphics menu
29 (useful if default mode 800 x 600 does not match screen aspect ratio)
32 * improved down-scaling of images for better level and preview graphics
33 * changed user data directory for Mac OS X from Unix style to new place
36 * improved level number selection in main menu and player selection in
37 setup menu (input devices section) by using standard button gadgets
38 * added support for mouse scroll wheel (caused buggy behaviour before)
39 * added support for scrolling horizontal scrollbars with mouse wheel by
40 holding "Shift" key pressed while scrolling the wheel
41 * added support for single step mouse wheel scrolling by holding "Alt"
42 key pressed while scrolling the wheel (can be combined with "Shift")
43 * changed output file "stderr.txt" on Windows platform now always to be
44 created in the R'n'D sub-directory of the personal documents directory
45 * added Windows message box to direct to "stderr.txt" after error aborts
48 * improved general scrollbar handling (when jump-scrolling scrollbars)
51 * changed scrollbars to always show last line as first after scrolling
52 (that means jumping n - 1 screen lines instead of n screen lines)
55 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
56 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
57 * fixed special handling of vertically stacked acid becoming fake acid
60 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
61 affect multiple instances of the same CE, although this kind of
62 change condition usually only affects one single custom element
65 * version number set to 3.2.1
68 * version 3.2.0 released
71 * reorganized level editor element list a bit to match engines better
74 * fixed newly introduced bug with wrongly initializing clipboard element
77 * fixed bug with displaying visible/invisible level border in editor
80 * reorganized some elements in the level editor element list
83 * fixed bug with displaying any player as "yellow" when moving into acid
84 * fixed bug with displaying running player when player stopped at border
87 * fixed bug with player exploding when moving into acid
88 * fixed bug with level settings being reset in editor and when playing
89 (some compatibility settings being set not only after level loading)
90 * fixed crash bug when number of custom graphic frames was set to zero
91 * fixed bug with teleporting player on walkable tile not working anymore
92 * added partial compatibility support for pre-release-only "CONF" chunk
93 (to make Alan Bond's "color cycle" demo work again :-) )
96 * fixed some bugs when displaying title screens from info screen menu
97 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
100 * changed file major version to 3 to reflect level file format changes
101 * uploaded pre-release (test) version 3.2.0-8 binary and source code
104 * added new chunk "NAME" to level file format for level name settings
105 * added new chunk "NOTE" to level file format for envelope settings
106 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
107 * updated magic(5) file to recognize changed and new level file chunks
108 * removed change events "change when CE value/score changes" as unneeded
111 * changed gravity (which only affects the player) from level property
112 to player property (only makes a difference in multi-player levels)
113 * added change events "change when CE value/score changes"
114 * added change events "change when CE value/score changes of <element>"
117 * added new chunk "INFO" to level file format for global level settings
118 * added all element settings from "HEAD" chunk to "CONF" chunk
119 * added all global level settings from "HEAD" chunk to "INFO" chunk
122 * changed level file format by adding two new chunks "CUSX" (for custom
123 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
124 elements, replacing the previous "GRP1" chunk); these new IFF style
125 chunks use the new and flexible "micro chunks inside chunks" technique
126 already used with the new "CONF" chunk (for normal element properties)
127 which makes it possible to easily extend the existing level format
128 (instead of using fixed-length chunks like before, which are either
129 too big due to reserved bytes for future use, or too small when those
130 reserved bytes have all been used and even more data should be stored,
131 requiring the replacement by new and larger chunks just like it went
132 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
135 * added credits pages to the "credits" section that were really missing
136 * added some missing element descriptions to the level editor
137 * added down position of switchgate switch to the level editor
138 and allowed the use of both switch positions at the same time
139 * changed use of "Insert" and "Delete" keys to navigate element list in
140 level editor to start of previous or next cascading block of elements
143 * added the possibility to view the title screen to the info screen menu
144 * fixed some minor bugs with viewing title screens
147 * fixed bug with title (cross)fading in/out when using fullscreen mode
150 * fixed bug that forced re-defining of menu settings in local graphics
151 config file which are already defined in existing base config file
152 * fixed small bug that caused door sounds playing when music is enabled
155 * added the possibility to define up to five title screens for each
156 level set that are displayed after loading using (cross)fading in/out
157 (this was added to display the various start images of the EMC sets)
160 * added "CE score gets zero [of]" to custom element trigger conditions
161 * added setup option to display element token name in level editor
164 * added compatibility code for Juergen Bonhagen's menu artwork settings
167 * fixed bug with displaying wrong animation frame 0 after CE changes
168 * fixed bug with creating invisible elements when light switch is on
171 * added selection between ECS and AGA graphics for EMC levels to setup
174 * adjusted font handling for various narrow EMC style fonts
177 * changed EM engine behaviour back to re-allow initial rolling springs
180 * fixed handling of over-large selectboxes (less error-prone now)
181 * fixed bug when creating GE with walkable element under the player
184 * added use of "Insert" and "Delete" keys to navigate element list in
185 level editor to start of custom elements or start of group elements
186 * added virtual elements to access CE value and CE score of elements:
187 - "CE value of triggering element"
188 - "CE score of triggering element"
189 - "CE value of current element"
190 - "CE score of current element"
193 * fixed "grass" to "sand" in older EM levels (up to file version V4)
196 * changed behaviour of network games with internal errors (because of
197 different client frame counters) from immediately terminating R'n'D
198 to displaying an error message requester and stopping only the game
199 (also to prevent impression of crashes under non command-line runs)
200 * fixed playing network games with the EMC engine (did not work before)
201 * fixed bug with not scrolling the screen in multi-player mode with the
202 focus on player 1 when all players are moving in different directions
203 * fixed bug with keeping pointer to gadget even after its deallocation
204 * fixed bug with allowing "focus on all players" in network games
205 * fixed bug with player focus when playing tapes from network games
208 * uploaded pre-release (test) version 3.2.0-7 binary and source code
211 * code cleanup for game action control for R'n'D and EMC game engine
214 * fixed bug in multi-player movement with focus on both players
215 * added option to control only the focussed player with all input
218 * added player focus switching to level tape recording and re-playing
221 * fixed some bugs in player focus switching in EMC and RND game engine
224 * added special Supaplex animations for Murphy digging and snapping
225 * added special Supaplex animations for Murphy being bored and sleeping
228 * added four new yam yams with explicit start direction for EMC engine
229 * fixed bug in src/libgame/text.c with printing text outside the window
232 * fixed small bug in EMC level loader (copyright sign in EM II levels)
235 * added delayed ignition of EM style dynamite when used in R'n'D engine
236 * added limited movement range to EMC engine when focus on all players
239 * fixed bug with missing (zero) score values for native Supaplex levels
242 * added "continuous snapping" (snapping many elements while holding the
243 snap key pressed, without releasing the snap key after each element)
244 as a new player setting for more compatibility with the classic games
247 * finished scrolling for "focus on all players" in EMC graphics engine
250 * level sets with "levels: 0" are ignored for levels, but not artwork
251 * fixed bug when scanning empty level group directories (endless loop)
254 * fixed bug with explosion graphic for player using "Murphy" graphic
255 * fixed bug with explosion graphic if player leaves explosion in time
256 * changed some descriptive text in setup menu to use medium-width font
257 * added key shortcut settings for switching player focus to setup menu
260 * fixed bug with random value initialization when recording tapes
261 * fixed bug with playing single player tapes when team mode activated
264 * fixed little bug when trying to switch to player that does not exist
267 * added player switching (visual and quick) to R'n'D and EM game engine
268 * added setup option to select visual or quick in-game player switching
271 * added use of "Home" and "End" keys to handle element list in editor
274 * fixed bug with adding score when playing tape with EMC game engine
275 * added steel wall border for levels using EMC engine without border
276 * finally fixed delayed scrolling in EMC engine also for small levels
279 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
282 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
283 * fixed bug when displaying info element without action, but direction
286 * fixed minor graphical problems with springs smashing and slurping
287 (when using R'n'D style graphics instead of EMC style graphics)
290 * added scroll delay (as configured in setup) to EMC graphics engine
293 * improved screen redraw for EMC graphics engine (faster and smoother)
294 * when not scrolling, do not redraw the whole playfield if not needed
297 * added multi-player mode for EMC game engine (with up to four players)
300 * added android (can clone elements) from EMC engine to R'n'D engine
303 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
306 * added selectbox for initial player speed to player settings in editor
309 * version 3.1.2 created that is basically version 3.1.1, but with a
310 major bug fixed that prevented editing your own private levels
311 * version 3.1.2 released
314 * added magic ball (creates elements) from EMC engine to R'n'D engine
317 * uploaded fixed pre-release version 3.2.0-6 binary and source code
320 * fixed bug when using "CE can leave behind <trigger element>"
321 * added new change condition "(after/when) creation of <element>"
322 * added new change condition "(after/when) digging <element>"
323 * fixed bug accessing invalid gadget that caused crashes under Windows
324 * deactivated new possibility for multiple CE changes per frame
327 * uploaded pre-release (test) version 3.2.0-6 binary and source code
330 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
331 * fixed bug with not keeping CE value for moving CEs with only action
332 * changed CE action selectboxes in editor to be only reset when needed
335 * added option "use artwork from element" for custom player artwork
336 * added option "use explosion from element" for player explosions
339 * added cascaded element lists in the level editor
340 * added persistence for cascaded element lists by "editorcascade.conf"
341 * added dynamic element list with all elements used in current level
342 * added possibility for multiple CE changes per frame (experimental)
345 * uploaded pre-release (test) version 3.2.0-5 binary and source code
348 * changed "score for each 10 seconds/steps left" to "1 second/step"
349 * added own score for collecting "extra time" instead of sharing it
350 * added change events "switched by player" and "player switches <e>"
351 * added change events "snapped by player" and "player snaps <e>"
352 * added "set player artwork: <element choice>" to CE action options
353 * added change event "move of <element>"
356 * added "set player shield: off / normal / deadly" to CE action options
357 * added new player option "use level start element" in level editor
358 to set the correct focus at level start to elements from which the
359 player is created later (this did not work before for cascaded CE
360 changes resulting in creation of the player; it is now also possible
361 to create the player from a yam yam which is smashed at level start)
364 * added "set player speed: frozen (not moving)" to CE action options
365 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
368 * added new player option "block snap field" (enabled by default) to
369 make it possible to show a snapping animation like in Emerald Mine
372 * added dynamic selectboxes to custom element action settings in editor
373 * added "CE value" counter for custom elements (instead of "CE count")
374 * added option to use the last "CE value" after custom element change
375 * added option to use the "CE value" of other elements in CE actions
376 * fixed odd behaviour when pressing time orb in levels w/o time limit
377 * added checkbox "use time orb bug" for older levels that use this bug
380 * added missing configuration settings for the following elements:
381 - EL_TIMEGATE_SWITCH (time of open time gate)
382 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
383 - EL_SHIELD_NORMAL (time of shield duration)
384 - EL_SHIELD_DEADLY (time of shield duration)
385 - EL_EXTRA_TIME (time added to level time)
386 - EL_TIME_ORB_FULL (time added to level time)
389 * added "wind direction" as a movement pattern for custom elements
390 * added initial wind direction for balloon / custom elements to editor
391 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
394 * added parameters for "game of life" and "biomaze" elements to editor
397 * added level file chunk "CONF" for generic level and element settings
400 * uploaded pre-release (test) version 3.2.0-4 binary and source code
403 * skip empty level sets (with "levels: 0"; may be artwork base sets)
404 * added sound action ".page[1]" to ".page[32]" for each CE change page
407 * added image config suffix ".clone_from" to copy whole image settings
408 * fixed bug with invalid ("undefined") CE settings in old level files
411 * fixed graphical bug with smashing elements falling faster than player
414 * fixed major bug which prevented private levels from being edited
415 * fixed bug with precedence of general and special font definitions
418 * fixed graphical bug with player animation when player moves slowly
421 * uploaded pre-release (test) version 3.2.0-3 binary and source code
424 * fixed bug which prevented "global.num_toons: 0" from working
427 * major code cleanup (removed all these annoying "#if 0" blocks)
430 * added custom element actions for CE change page in level editor
433 * fixed music initialization bug in init.c (thanks to David Binderman)
434 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
435 (this bug must probably be fixed at other places, too)
438 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
439 (should be '#include <SDL.h>' instead)
442 * fixed bug which prevented "walkable from no direction" from working
443 (due to compatibility code overwriting this setting after loading)
446 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
449 * version number temporarily set to 3.1.1 (intermediate bugfix release)
450 * version 3.1.1 released
453 * changed some va_arg() arguments from 'long' to 'int', fixing problems
454 on 64-bit architecture systems with LP64 data model
457 * fixed bug with bombs not exploding when hitting the last level line
458 (introduced after the release of 3.1.0)
461 * added support for dumping small-sized level sketches from editor
464 * added recognition of "trigger element" for "change digged element to"
465 (this is not really what the "trigger element" was made for, but its
466 use may seem obvious for leaving back digged elements unchanged)
469 * fixed multiple warnings about failed joystick device initialization
472 * fixed bug with dynamite dropped on top of just dropped custom element
473 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
474 dynamite can still be dropped, but drop key must be released before
477 * fixed bug with wrong start directory when started from file browser
478 (due to this bug, R'n'D could not be started from KDE's Konqueror)
481 * fixed bug causing "change when impact" on player not working
482 * fixed wrong priority of "hitting something" over "hitting <element>"
483 * fixed wrong priority of "hit by something" over "hit by <element>"
486 * fixed graphical bug which caused the player (being Murphy) to show
487 collecting animations although the element was collected by penguin
490 * fixed two bugs causing wrong door background graphics in system.c
491 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
494 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
495 * added "no direction" to "walkable/passable from" selectbox options
498 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
499 * in tape autoplay, not only report broken, but also missing tapes
502 * uploaded pre-release (test) version 3.2.0-2 binary and source code
505 * fixed small bug with "linear" animation not working for active lamp
508 * fixed bug with moving up despite gravity due to "block last field"
509 * fixed small bug with wrong draw offset when typing name in main menu
510 * when reading user names from "passwd", ignore data after first comma
511 * when creating new "levelinfo.conf", only write some selected entries
514 * fixed displaying "imported from/by" on preview with empty string
515 * fixed ignoring draw offset for fonts used for level preview texts
518 * fixed a delay problem with SDL and too many mouse motion events
519 * added setup option "skip levels" and level skipping functionality
522 * added move speed "not moving" for non-moving CEs, but with direction
525 * fixed mapping of obsolete element token names in "editorsetup.conf"
526 * fixed bug with sound "acid.splashing" treated as a loop sound
527 * fixed some little sound bugs in native EM engine
530 * fixed small bug when dragging scrollbars to end positions
533 * added editor element descriptions written by Aaron Davidson
536 * improved fallback handling when configured artwork is not available
537 (now using default artwork instead of exiting when files not found)
540 * fixed bug on level selection screen when dragging scrollbar
543 * fixed bug which caused broken tapes when appending to EM engine tapes
546 * uploaded pre-release (test) version 3.2.0-1 binary and source code
549 * added code to replace changed artwork config tokens with other tokens
550 (needed for backwards compatibility, so that older tokens still work)
553 * added native R'n'D graphics for some new EMC elements in EM engine
556 * fixed some bugs in the EM engine integration code
557 * changed EM engine code to allow diagonal movement
558 * changed EM engine code to allow use of separate snap and drop keys
561 * fixed some redraw bugs when using EM engine
564 * fixed bug with not converting RND levels which are set to use native
565 engine to native level structure when loading
568 * uploaded pre-release (test) version 3.2.0-0 binary and source code
571 * version number set to 3.2.0
574 * level data now reset to defaults after attempt to load invalid file
577 * added use of "editorsetup.conf" for different level sets
580 * added auto-detection for various types of Emerald Mine level files
583 * fixed bug with scrollbars getting too small when list is very large
586 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
589 * added most level editor configuration gadgets for new EMC elements
592 * added more element and graphic definitions for new EMC elements
595 * modified native EM engine to use integrated R'n'D sound system
598 * added SDL support to graphics functions in native EM engine
599 (by always using generic libgame interface functions)
602 * fixed bug in frame synchronization in native EM engine
605 * added code to convert levels between R'n'D and native EM engine
608 * new Emerald Mine engine can now play levels selected in main menu
611 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
612 (which creates scaled down graphics for level editor and preview);
613 there's still a memory leak somewhere in the artwork handling code
614 * added "scale image up" functionality to X11 version of zoom function
617 * first attempts to integrate new, native Emerald Mine Club engine
620 * fixed bug in gadget code which caused reset of CEs in level editor
621 (example: pressing 'b' [grab brush] on CE config page erased values)
622 (solution: check if gadgets in ClickOnGadget() are really mapped)
623 * improved level change detection in editor (settings now also checked)
624 * fixed bug with "can move into acid" and "don't collide with" state
627 * fixed maze runner style CEs to use the configured move delay value
630 * added Aaron Davidson's tutorial level set to the "Tutorials" section
633 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
634 * fixed the above fix because it broke level set "machine" (*sigh*)
635 * fixed random element placement in level editor to work as expected
636 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
639 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
642 * fixed bug (missing array boundary check) which caused broken tapes
643 * fixed bug (when loading level template) which caused broken levels
644 * fixed bug with new block last field code when using non-yellow player
647 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
648 * internal change of how the player blocks the last field when moving
649 * fixed blocking delay of last field for EM and SP style block delay
650 * fixed bug where the player had to wait for the usual move delay after
651 unsuccessfully trying to move, when he directly could move after that
652 * the last two changes should make original Supaplex level 93 solvable
653 * improved use of random number generator to make it less predictable
654 * fixed behaviour of slippery SP elements to let slip left, then right
657 * fixed bug with wrong door state after trying to quickload empty tape
658 * fixed waste of static memory usage of the binary, making it smaller
659 * fixed very little graphical bug in Supaplex explosion
662 * version number set to 3.1.1
665 * version 3.1.0 released
668 * fixed bug with crash when writing user levelinfo.conf the first time
671 * added option "convert LEVELDIR [NR]" to command line batch commands
672 * re-converted Supaplex levels to apply latest engine fixes
673 * changed "use graphic/sound of element" to "use graphic of element"
674 due to compatibility problems with some levels ("bug machine" etc.)
677 * fixed bug with CE change replacing player with same or other player
680 * fixed bug with opaque font in envelope with background graphic when
681 background graphic is not transparent itself
684 * added "gravity on" and "gravity off" ports for Supaplex compatibility
685 * corrected original Supaplex level loading code to use these new ports
686 * also corrected Supaplex loader to auto-count infotrons if set to zero
689 * fixed bug with missing initialization of "modified" flag for GEs
692 * fixed bug that caused endless recursion loop when relocating player
693 * fixed tape recorder bug in "step mode" when using "pause before end"
694 * fixed tape recorder bug when changing from "warp forward" mode
697 * fixed bug with "when touching" for pushed elements at last position
700 * fixed bug that caused two activated toolbox buttons in level editor
701 * fixed bug with exploding dynabomb under player due to other explosion
704 * fixed bug with creating walkable custom element under player (again)
705 * fixed bug with not copying explosion type when copying CEs in editor
706 * fixed graphical bug when drawing player in setup menu (input devices)
707 * fixed graphical bug when the player is pushing an accessible element
708 * fixed bug with classic switchable elements triggering CE changes
709 * fixed bug with entering/leaving walkable element in RelocatePlayer()
710 * fixed crash bug when CE leaves behind the trigger player element
713 * fixed bug with broken tubes after placing/exploding dynamite in them
714 * fixed bug with exploding dynamite under player due to other explosion
715 * fixed bug with not resetting push delay under certain circumstances
718 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
719 * added network multiplayer code for Windows (thanks to Niko Böhm)
722 * added option "reachable despite gravity" for gravity movement
723 * changed gravity movement of most classic walkable and passable
724 elements back to "not reachable" (for compatibility reasons)
727 * fixed (removed) "indestructible" / "can explode" dependency in editor
728 * fixed (removed) "accessible inside" / "protected" dependency
729 * fixed (removed) "step mode" / "shield time" dependency
732 * fixed dynabombs exploding now into anything diggable
733 * fixed Supaplex style gravity movement into buggy base now impossible
734 * added pressing key "space" as valid action to select menu options
737 * added "replace when walkable" to relocate player to walkable element
738 * added "enter"/"leave" event for elements affected by relocation
739 * fixed "direct"/"indirect" change order also for "when change" event
740 * fixed graphical bug when pushing things from elements walkable inside
743 * fixed graphic bug when player is snapping while moving in old levels
744 * fixed bug when a moving custom element leaves a player element behind
745 * fixed bug with mole not disappearing when moving into acid pool
746 * fixed bug with incomplete path setting when using "--basepath" option
747 * moving CE can now leave walkable elements behind under the player
748 * when relocating, player can be set on walkable element now
749 * fixed another gravity movement bug
752 * uploaded pre-release (test) version 3.1.0-2 binary and source code
755 * added "collectible" and "removable" to extended replacement types
756 (where "removable" replaces "diggable" and "collectible" elements)
757 * added "collectible & throwable" (to throw element to the next field)
758 * fixed bug with CEs digging elements that are just about to explode
759 * changed mouse cursor now always being visible when game is paused
762 * added possibility to push/press accessible elements from a side that
764 * fixed bug with not setting actual date when appending to tape
767 * fixed bug with incorrectly initialized custom element editor graphics
770 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
771 - number of levels corrected from 18 to 17 in "levelinfo.conf"
774 * fixed bug with destroyed robot wheel still attracting robots forever
775 * fixed bug with time gate switch deactivating after robot wheel time
776 (while the time gate itself is not affected by this misbehaviour)
777 * changed behaviour of BD style amoeba to always get blocked by player
778 (before it was different when there were non-BD elements in level)
779 * fixed bug with player destroying indestructable elements with shield
782 * added option to make growing elements grow into anything diggable
783 (for the various amoeba types, biomaze and "game of life")
786 * fixed bug with movable elements not moving after left behind by CEs
787 * changed gravity movement to anything diggable, not only sand/base
788 * optionally allowing passing to walkable element, not only empty space
789 * added option "can pass to walkable element" for players
790 * finally fixed gravity movement (hopefully)
793 * fixed bug with movable elements not moving anymore after falling down
796 * fixed another bug with custom elements digging and leaving elements
797 * fixed bug with "along left/right side" and automatic start direction
798 * trigger elements now also displayed when "more custom" deactivated
799 * fixed bug with clipboard element initialized when loading new level
800 * added option "drop delay" to set delay before dropping next element
803 * uploaded pre-release (test) version 3.1.0-1 binary and source code
806 * added copy and paste functions for custom change pages
807 * enhanced graphical display and functionality of tape recorder
808 * fixed bug with custom elements digging and leaving elements
811 * added move speed faster than "very fast" for custom elements
812 * fixed bug with 3+3 style explosions and missing border content
813 * fixed little bug when copying custom elements in the editor
814 * enhanced custom element changes by more side trigger actions
817 * added option "no scrolling when relocating" for instant teleporting
818 * uploaded pre-release (test) version 3.1.0-0 binary and source code
821 * added trigger element and trigger player to use as target elements
822 * added copy and paste functions for custom and group elements
825 * fixed graphical bug when displaying explosion animations
826 * fixed bug when appending to tapes, resulting in broken tapes
827 * re-recorded a few tapes broken by fixing gravity checking bug
830 * "can move into acid" property now for all elements independently
831 * "can fall into acid" property for player stored in same bitfield now
832 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
833 * version number set to 3.1.0 (finally!)
836 * changed tape recording to only record input, not programmed actions
839 * fixed totally broken (every 8th frame skipped) step-by-step recording
840 * fixed bug with requester not displayed when quick-loading interrupted
841 * added option "can fall into acid (with gravity)" for players
842 * fixed bug with player not falling when snapping down with gravity
845 * fixed bug which messed up key config when using keypad number keys
848 * fixed bug which allowed moving upwards even when gravity was active
849 * fixed bug with missing error handling when dumping levels or tapes
852 * added different colored editor graphics for Supaplex gravity tubes
855 * fixed bug that allowed solvable tapes for unsolvable levels
858 * use unlimited number of droppable elements when "count" set to zero
859 * added option to use step limit instead of time limit for level
862 * added player and change page as trigger for custom element change
865 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
868 * fixed bug with dark yamyam changing to acid when moving over acid
869 * fixed handling of levels with more than 999 seconds level time
870 (example: level 76 of "Denmine")
873 * "spring push bug" reintroduced as configurable element property
874 * fixed bug with missing properties for "mole"
875 * fixed bug that showed up when fixing the above "mole" properties bug
876 * added option "can move into acid" for all movable elements
877 * fixed graphical bug for elements moving into acid
878 * changed event handling to handle all pending events before going on
881 * fixed bug which caused all CE change pages to be ignored which had
882 the same change event, but used a different element side
883 (reported by Simon Forsberg)
885 * fixed bug which caused elements that can move and fall and that are
886 transported by a conveyor belt to continue moving into that direction
887 after leaving the conveyor belt, regardless of their own movement
888 type; only elements which can not move are transported now
889 (reported by Simon Forsberg)
891 * fixed bug which could cause an array overflow in RelocatePlayer()
892 (reported by Niko Böhm)
894 * changed Emerald Mine style "passable / over" elements to "protected"
895 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
897 * added new option to select from which side a "walkable/passable"
898 element can be entered
901 * added explosion and ignition delay for elements that can explode
904 * fixed bug which caused player not being protected against enemies
905 when a CE was "walkable / inside" and was not "indestructible"
906 * added "walkable/passable" fields to be "protected/unprotected"
907 against enemies, even if not accessible "inside" but "over/under"
910 * corrected move pattern to 32 bit and initial move direction to 8 bit
913 * added second custom element base configuration page
916 * added some special EMC mappings to Emerald Mine level loader
917 (also covering previously unknown element in level 0 of "Bondmine 8")
920 * added option to block last field when player is moving (for Supaplex)
921 * adjusted push delay of Supaplex elements
922 * removed delays for envelopes etc. when replaying with maximum speed
923 * fixed bug when dropping element on a field that just changed to empty
926 * fixed bug: infotrons can now smash yellow disks
927 * fixed bug: when gravity active, port above player can now be entered
928 * removed "one white dot" mouse pointer which irritated some people
931 * added "choice type" for group element selection
934 * fixed bug with initial invulnerability of non-yellow player
937 * added level loader for loading native Supaplex packed levels
938 (including multi-part levels like the "splvls99" levels)
941 * fixed bug which allowed creating emeralds by escaping explosions
944 * custom elements can change (limited) or leave (unlimited) elements
945 * finally added multiple matches using group elements
946 * added shortcut to dump brush (type ":DB" in editor) for use in forum
949 * added new start movement type "previous" for continued CE movement
950 * added new start movement type "random" for random CE movement start
953 * added new element "sokoban_field_player" needed for Sokoban levels
954 (thanks to Ed Booker for pointing this out!)
957 * added elements that can be digged or left behind by custom elements
960 * added group elements for multiple matches and random element creation
963 * fixed some graphical errors displayed in old levels
966 * fixed wrong double speed movement after passing closing gates
969 * added level loader for loading native Emerald Mine levels
972 * changes for "shooting" style CE movement
975 * Happy New Year! ;-)
978 * changed default snap/drop keys from left/right Shift to Control keys
981 * fixed bug with dead player getting reanimated from custom element
984 * fixed bug with wrong penguin graphics (when entering exit)
987 * fixed bug with wrong "Murphy" graphics (when digging etc.)
990 * version number set to 3.0.9
993 * version 3.0.8 released
996 * added function checked_free()
999 * fixed bug with double nut cracking sound
1000 (by eliminating "default element action sound" assignment in init.c)
1003 * fixed crash when no music info files are available
1006 * fixed boring and sleeping sounds
1009 * added "maze runner" and "maze hunter" movement types
1010 * added extended collision conditions for custom elements
1013 * added warnings for undefined token values in artwork config files
1016 * added menu entry for level set information to the info screen
1019 * fixed bug with wrong default impact sound for colored emeralds
1022 * added several sub-screens for the info screen
1023 * menu text now also clickable (not only blue/red sphere left of it)
1026 * added configurable "bored" and "sleeping" animations for the player
1027 * added "awakening" sound for player when waking up after sleeping
1030 * added "copy" and "exchange" functions for custom elements to editor
1033 * added configurable element animations for info screen
1036 * added configurable music credits for info screen
1039 * finally fixed tape recording when player is created from CE change
1042 * added "editorsetup.conf" for editor element list configuration
1045 * added "musicinfo.conf" for menu and level music configuration
1048 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1049 (that only showed up on Linux, but not on Windows systems)
1052 * fixed turning movement of butterflies and fireflies (no frame reset)
1053 * enhanced sniksnak turning movement (two steps instead of only one)
1056 * version number set to 3.0.8
1059 * version 3.0.7 released
1062 * fixed reset of player animation frame when, for example,
1063 walking, digging or collecting share the same animation
1064 * fixed CE with "deadly when touching" exploding when touching amoeba
1067 * fixed tape recording when player is created from CE element change
1070 * introduced "turning..." action graphic for elements with move delay
1071 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1072 * added turning animations for bug, spaceship and sniksnak
1075 * prevent "extended" changed elements from delay change in same frame
1078 * fixed bug when pushing element that can move away to the side
1079 (like pushing falling elements, but now with moving elements)
1082 * finally fixed serious bug in code for delayed element pushing (again)
1085 * unavailable setup options now marked as "n/a" instead of "off"
1086 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1087 to "true", levels are always played with the latest game engine,
1088 which is desired for levels that are imported from other games; all
1089 other levels are played with the engine version stored in level file
1090 (which is normally the engine version the level was created with)
1093 * fixed serious bug in code for delayed element pushing
1094 * fixed little bug in animation frame selection for pushed elements
1095 * speed-up of reading config file for verbose output
1098 * added configuration option for opening and closing Supaplex exit
1099 * added configuration option for moving up/down animation for Murphy
1100 * fixed incorrectly displayed animation for attacking dragon
1101 * fixed bug with not setting initial gravity for each new game
1102 * fixed bug with teleportation of player by custom element change
1103 * fixed bug with player not getting smashed by rock sometimes
1106 * version number set to 3.0.7
1109 * version 3.0.6 released
1112 * added support for MP3 music for SDL version through SMPEG library
1115 * fixed bug when initializing font graphic structure
1116 * fixed bug with animation mode "pingpong" when using only 1 frame
1117 * fixed bug with extended change target introduced in 3.0.5
1118 * fixed bug where passing over moving element doubles player speed
1119 * fixed bug with elements continuing to move into push direction
1120 * fixed bug with duplicated player when dropping bomb with shield on
1121 * added "switching" event for custom elements ("pressing" only once)
1122 * fixed switching bug (resetting flag when not switching but not idle)
1125 * fixed element tokens for certain file elements with ".active" etc.
1128 * version number set to 3.0.6
1131 * version 3.0.5 released
1134 * now four envelope elements available
1135 * font, background, animation and sound for envelope now configurable
1136 * main menu doors opening/closing animation type now configurable
1139 * active/inactive sides configurable for custom element changes
1140 * new movement type "move when pushed" available for custom elements
1143 * fixed bug in multiple config pages loader code that caused crashes
1146 * enhanced (remaining low-resolution) Supaplex graphics
1149 * version number set to 3.0.5
1152 * version 3.0.4 released
1154 2003-09-12 src/tools.c
1155 * fixed bug in custom definition of crumbled element graphics
1157 2003-09-11 src/files.c
1158 * fixed bug in multiple config pages code that caused crashes
1161 * version number set to 3.0.4
1164 * version 3.0.3 released
1167 * added music to Supaplex classic level set
1169 2003-09-07 src/libgame/misc.c
1170 * added support for loading various music formats through SDL_mixer
1172 2003-09-06 (various source files)
1173 * fixed several nasty bugs that may have caused crashes on some systems
1174 * added envelope content which gets displayed when collecting envelope
1175 * added multiple change event pages for custom elements
1177 2003-08-24 src/game.c
1178 * fixed problem with player animation when snapping and moving
1180 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1181 * fixed problem with flickering when drawing toon animations
1183 2003-08-23 src/libgame/sdl.c
1184 * fixed problem with setting mouse cursor in SDL version in fullscreen
1186 2003-08-23 src/game.c
1187 * fixed bug (missing array boundary check) which could crash the game
1190 * version number set to 3.0.3
1193 * version 3.0.2 released
1195 2003-08-21 src/game.c
1196 * fixed bug with creating inaccessible elements at player position
1198 2003-08-20 src/init.c
1199 * fixed bug with not finding current level artwork directory
1201 2003-08-20 src/files.c
1202 * fixed bug with choosing wrong engine version when playing tapes
1203 * fixed bug with messing up custom element properties in 3.0.0 levels
1206 * version number set to 3.0.2
1209 * version 3.0.1 released
1211 2003-08-17 (no source files affected)
1212 * changed all "classic" PCX image files with 16 colors or less to
1213 256 color (8 bit) storage format, because the Allegro game library
1214 cannot handle PCX files with less than 256 colors (contributed
1215 graphics are not affected and might look wrong in the DOS version)
1217 2003-08-16 src/init.c
1218 * fixed bug which (for example) crashed the level editor when defining
1219 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1220 (only set to default) -- invalid graphics now set to default graphic
1222 2003-08-16 src/init.c
1223 * fixed graphical bug of player digging/collecting/snapping element
1224 when no corresponding graphic/animation is defined for this action,
1225 resulting in player being drawn as EL_EMPTY (which should only be
1226 done to elements being collected, but not to the player)
1228 2003-08-16 src/game.c
1229 * fixed small graphical bug of player not totally moving into exit
1231 2003-08-16 src/libgame/setup.c
1232 * fixed bug with wrong MS-DOS 8.3 filename conversion
1234 2003-08-16 src/tools.c
1235 * fixed bug with invisible mouse cursor when pressing ESC while playing
1237 2003-08-16 (various source files)
1238 * added another 128 custom elements (disabled in editor by default)
1240 2003-08-16 src/editor.c
1241 * fixed NULL string bug causing Solaris to crash in sprintf()
1243 2003-08-16 src/screen.c
1244 * fixed drawing over scrollbar on level selection with custom fonts
1246 2003-08-15 src/game.c
1247 * cleanup of simple sounds / loop sounds / music settings
1249 2003-08-08 (various source files)
1250 * added custom element property for dropping collected elements
1252 2003-08-08 src/conf_gfx.c
1253 * fixed bug with missing graphic for active red disk bomb
1255 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1256 * extended variable "level.gravity" to "level.initial_gravity" and
1257 "game.current_gravity" to prevent level setting from being changed
1258 by playing the level (keeping the runtime value after playing)
1260 * fixed graphics bug when digging element that has 'crumbled' graphic
1261 definition, but not 'diggable' graphic definition
1264 * version number set to 3.0.1
1267 * version 3.0.0 released
1270 * various bug fixes; among others:
1271 - fixed bug with pushing spring over empty space
1272 - fixed bug with leaving tube while placing dynamite
1273 - fixed bug with explosion of smashed penguins
1274 - allow Murphy player graphic in levels with non-Supaplex elements
1278 * I have forgotten to document changes for some time
1281 * pre-release version 2.2.0rc1 released
1284 * version number set to 2.1.2
1287 * version 2.1.1 released
1290 * version number set to 2.1.1
1293 * version 2.1.0 released
1296 * version number set to 2.1.0
1298 2002-04-03 to 2002-05-19 (various source files)
1299 * graphics, sounds and music now fully configurable
1300 * bug fixed that prevented walking through tubes when gravity on
1302 2002-04-02 src/events.c, src/editor.c
1303 * Make Escape key less aggressive when playing or when editing level.
1304 This can be configured as an option in the setup menu. (Default is
1305 "less aggressive" which means "ask user if something can be lost"
1306 when pressing the Escape key.)
1308 2002-04-02 src/screen.c
1309 * Added "graphics setup" screen.
1311 2002-04-01 src/screen.c
1312 * Changed "choose level" setup screen stuff to be more generic (to
1313 make it easier to add more "choose from generic tree" setup screens).
1315 2002-04-01 src/config.c, src/timestamp.h
1316 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1317 automatically gets created by "src/Makefile" and contains an actual
1318 compile-time timestamp to identify development versions of the game).
1320 2002-03-31 src/tape.c, src/events.c
1321 * Added quick game/tape save/load functions to tape stuff which can be
1322 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1323 loads previously recorded tape and directly goes into recording mode
1324 from the end of the tape (therefore appending to the tape).
1326 2002-03-31 src/tape.c
1327 * Added "index mark" function to tape recorder. When playing or
1328 recording, "eject" button changes to "index" button. Setting index
1329 mark is not yet implemented, but pressing index button when playing
1330 allows very quick advancing to end of tape (when normal playing),
1331 very fast forward mode (when playing with normal fast forward) or
1332 very fast reaching of "pause before end of tape" (when playing with
1333 "pause before end" playing mode).
1335 2002-03-30 src/cartoons.c
1336 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1338 2002-03-29 src/screen.c
1339 * Changed setup screen stuff to be more generic (to make it easier
1340 to add more setup screens).
1342 2002-03-23 src/main.c, src/main.h
1343 * Various changes due to the introduction of the new libgame files
1344 "setup.c" and "joystick.c".
1346 2002-03-23 src/files.c
1347 * Generic parts of "src/files.c" (mainly setup and level directory
1348 stuff) moved to new libgame file "src/libgame/setup.c".
1350 2002-03-23 src/joystick.c
1351 * File "src/joystick.c" moved to libgame source tree, with
1352 correspondig changes.
1354 2002-03-22 src/screens.c
1355 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1356 (Wrong level series information displayed when entering main group.)
1358 2002-03-22 src/editor.c
1359 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1361 2002-03-22 src/editor.c
1362 * Changed behaviour of "Escape" key in level editor to be more
1363 intuitive: When in "Element Properties" or "Level Info" mode,
1364 return to "Drawing Mode" instead of leaving the level editor.
1366 2002-03-21 src/game.c, src/editor.c, src/files.c
1367 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1368 gems (emeralds, diamonds, ...) slipping down from normal wall,
1369 steel wall and growing wall (as in E.M.C. style levels). Although
1370 the behaviour of contributed and private levels wasn't changed (due
1371 to the use of "level.game_version"; see previous entry), editing
1372 those levels will (of course) change the behaviour accordingly.
1374 This change seems a bit too hard after thinking about it, because
1375 the EM style behaviour is not the "expected" behaviour (gems would
1376 normally only slip down from "rounded" walls). Therefore this was
1377 now changed to an element property for gem style elements, with the
1378 default setting "off" (which means: no special EM style behaviour).
1379 To fix older converted levels, this flag is set to "on" for pre-2.0
1380 levels that are neither contributed nor private levels.
1382 2002-03-20 src/files.h
1383 * Corrected settings for "level.game_version" depending of level type.
1384 (Contributed and private levels always get played with game engine
1385 version they were created with, while converted levels always get
1386 played with the most recent version of the game engine, to let new
1387 corrections of the emulation behaviour take effect.)
1389 2002-03-20 src/main.h
1390 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1391 compiling the SDL version on some systems.
1392 Thanks to the several people who pointed this out.
1395 * Version number set to 2.0.2.
1398 * Version 2.0.1 released.
1400 2002-03-18 src/screens.c
1401 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1403 2002-03-18 src/files.c [src/libgame/misc.c]
1404 * Moved some common functions from src/files.c to src/libgame/misc.c.
1406 2002-03-18 src/files.c [src/libgame/misc.c]
1407 * Changed permissions for new directories and saved files (especially
1408 score files) according to suggestions of Debian users and mantainers.
1409 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1411 2002-03-17 src/files.c
1412 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1413 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1414 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1415 for levels and "TAPE" for tapes). Old "cookie" style format is
1416 still supported for reading. New level and tape files are written
1419 * New IFF chunk "VERS" contains version numbers for file and game
1420 (where "game version" is the version of the program that wrote the
1421 file, and "file version" is a version number to distinguish files
1422 with different format, for example after adding new features).
1424 2002-03-15 src/screen.c
1425 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1426 (Before, you heard a mixture of the in-game music and the
1427 hall-of-fame music.)
1429 2002-03-14 src/events.c
1430 * Function "DumpTape()" (files.c) now available by pressing 't' from
1431 main menu (when in DEBUG mode).
1433 2002-03-14 src/game.c
1434 * "GameWon()": When game was won playing a tape, now there is no delay
1435 raising the score and no corresponding sound is played.
1437 2002-03-14 src/files.c
1438 * Changed "LoadTape()" for real chunk support and also adjusted
1439 "SaveTape()" accordingly.
1441 2002-03-14 src/game.c, src/tape.c, src/files.c
1442 * Important changes to tape format: The old tape format stored all
1443 actions with a real effect with a corresponding delay between the
1444 stored actions. This had some major disadvantages (for example,
1445 push delays had to be ignored, pressing a button for some seconds
1446 mutated to several single button presses because of the non-action
1447 delays between two action frames etc.). The new tape format just
1448 stupidly records all device actions and replays them later. I really
1449 don't know why I haven't solved it that way before?! Old-style tapes
1450 (with tape file version less than 2.0) get converted to the new
1451 format on-the-fly when loading and can therefore still be played;
1452 only some minor parts of the old-style tape handling code was needed.
1453 (A perfect conversion is not possible, because there is information
1454 missing about the device actions between two action frames.)
1456 2002-03-14 src/files.c
1457 * New function "DumpTape()" to dump the contents of the current tape
1458 in a human readable format.
1460 2002-03-14 src/game.c
1461 * Small tape bug fixed: When automatically advancing to next level
1462 after a game was won, the tape from the previous level still was
1463 loaded as a tape for the new level.
1465 2002-03-14 src/tape.c
1466 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1467 tape, cartoons did not get completely removed because
1468 StopAnimation() was not called.
1470 2002-03-13 src/files.c
1471 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1472 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1473 size even when using 16-bit elements). Added new chunk "CNT2" for
1474 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1475 chunk even when content was 16-bit element). "CNT2" should now be
1476 able to store content for arbitrary elements (up to eight blocks of
1477 3 x 3 element arrays). All "CNT2" elements will always be stored as
1478 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1480 2002-03-13 src/files.c
1481 * Changed "LoadLevel()" for real chunk support.
1483 2002-03-12 src/game.c
1484 * Fixed problem (introduced after 2.0.0 release) with penguins
1485 not getting killed by enemies
1487 2002-02-24 src/game.c, src/main.h
1488 * Added "player->is_moving"; now "player->last_move_dir" does
1489 not contain any information if the player is just moving at
1491 Before, "player->last_move_dir" was misused for this purpose
1492 for the robot stuff (robots don't kill players when they are
1493 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1494 broke tapes when walking through pipes!
1495 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1496 in a continuous movement. This fact is ignored for friends and