2 * improved level number selection in main menu and player selection in
3 setup menu (input devices section) by using standard button gadgets
4 * added support for mouse scroll wheel (caused buggy behaviour before)
5 * added support for scrolling horizontal scrollbars with mouse wheel by
6 holding "Ctrl" button pressed while scrolling the wheel
7 * changed output file "stderr.txt" on Windows platform now always to be
8 created in the R'n'D sub-directory of the personal documents directory
11 * improved general scrollbar handling (when jump-scrolling scrollbars)
14 * changed scrollbars to always show last line as first after scrolling
15 (that means jumping n - 1 screen lines instead of n screen lines)
18 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
19 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
20 * fixed special handling of vertically stacked acid becoming fake acid
23 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
24 affect multiple instances of the same CE, although this kind of
25 change condition usually only affects one single custom element
28 * version number set to 3.2.1
31 * version 3.2.0 released
34 * reorganized level editor element list a bit to match engines better
37 * fixed newly introduced bug with wrongly initializing clipboard element
40 * fixed bug with displaying visible/invisible level border in editor
43 * reorganized some elements in the level editor element list
46 * fixed bug with displaying any player as "yellow" when moving into acid
47 * fixed bug with displaying running player when player stopped at border
50 * fixed bug with player exploding when moving into acid
51 * fixed bug with level settings being reset in editor and when playing
52 (some compatibility settings being set not only after level loading)
53 * fixed crash bug when number of custom graphic frames was set to zero
54 * fixed bug with teleporting player on walkable tile not working anymore
55 * added partial compatibility support for pre-release-only "CONF" chunk
56 (to make Alan Bond's "color cycle" demo work again :-) )
59 * fixed some bugs when displaying title screens from info screen menu
60 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
63 * changed file major version to 3 to reflect level file format changes
64 * uploaded pre-release (test) version 3.2.0-8 binary and source code
67 * added new chunk "NAME" to level file format for level name settings
68 * added new chunk "NOTE" to level file format for envelope settings
69 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
70 * updated magic(5) file to recognize changed and new level file chunks
71 * removed change events "change when CE value/score changes" as unneeded
74 * changed gravity (which only affects the player) from level property
75 to player property (only makes a difference in multi-player levels)
76 * added change events "change when CE value/score changes"
77 * added change events "change when CE value/score changes of <element>"
80 * added new chunk "INFO" to level file format for global level settings
81 * added all element settings from "HEAD" chunk to "CONF" chunk
82 * added all global level settings from "HEAD" chunk to "INFO" chunk
85 * changed level file format by adding two new chunks "CUSX" (for custom
86 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
87 elements, replacing the previous "GRP1" chunk); these new IFF style
88 chunks use the new and flexible "micro chunks inside chunks" technique
89 already used with the new "CONF" chunk (for normal element properties)
90 which makes it possible to easily extend the existing level format
91 (instead of using fixed-length chunks like before, which are either
92 too big due to reserved bytes for future use, or too small when those
93 reserved bytes have all been used and even more data should be stored,
94 requiring the replacement by new and larger chunks just like it went
95 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
98 * added credits pages to the "credits" section that were really missing
99 * added some missing element descriptions to the level editor
100 * added down position of switchgate switch to the level editor
101 and allowed the use of both switch positions at the same time
102 * changed use of "Insert" and "Delete" keys to navigate element list in
103 level editor to start of previous or next cascading block of elements
106 * added the possibility to view the title screen to the info screen menu
107 * fixed some minor bugs with viewing title screens
110 * fixed bug with title (cross)fading in/out when using fullscreen mode
113 * fixed bug that forced re-defining of menu settings in local graphics
114 config file which are already defined in existing base config file
115 * fixed small bug that caused door sounds playing when music is enabled
118 * added the possibility to define up to five title screens for each
119 level set that are displayed after loading using (cross)fading in/out
120 (this was added to display the various start images of the EMC sets)
123 * added "CE score gets zero [of]" to custom element trigger conditions
124 * added setup option to display element token name in level editor
127 * added compatibility code for Juergen Bonhagen's menu artwork settings
130 * fixed bug with displaying wrong animation frame 0 after CE changes
131 * fixed bug with creating invisible elements when light switch is on
134 * added selection between ECS and AGA graphics for EMC levels to setup
137 * adjusted font handling for various narrow EMC style fonts
140 * changed EM engine behaviour back to re-allow initial rolling springs
143 * fixed handling of over-large selectboxes (less error-prone now)
144 * fixed bug when creating GE with walkable element under the player
147 * added use of "Insert" and "Delete" keys to navigate element list in
148 level editor to start of custom elements or start of group elements
149 * added virtual elements to access CE value and CE score of elements:
150 - "CE value of triggering element"
151 - "CE score of triggering element"
152 - "CE value of current element"
153 - "CE score of current element"
156 * fixed "grass" to "sand" in older EM levels (up to file version V4)
159 * changed behaviour of network games with internal errors (because of
160 different client frame counters) from immediately terminating R'n'D
161 to displaying an error message requester and stopping only the game
162 (also to prevent impression of crashes under non command-line runs)
163 * fixed playing network games with the EMC engine (did not work before)
164 * fixed bug with not scrolling the screen in multi-player mode with the
165 focus on player 1 when all players are moving in different directions
166 * fixed bug with keeping pointer to gadget even after its deallocation
167 * fixed bug with allowing "focus on all players" in network games
168 * fixed bug with player focus when playing tapes from network games
171 * uploaded pre-release (test) version 3.2.0-7 binary and source code
174 * code cleanup for game action control for R'n'D and EMC game engine
177 * fixed bug in multi-player movement with focus on both players
178 * added option to control only the focussed player with all input
181 * added player focus switching to level tape recording and re-playing
184 * fixed some bugs in player focus switching in EMC and RND game engine
187 * added special Supaplex animations for Murphy digging and snapping
188 * added special Supaplex animations for Murphy being bored and sleeping
191 * added four new yam yams with explicit start direction for EMC engine
192 * fixed bug in src/libgame/text.c with printing text outside the window
195 * fixed small bug in EMC level loader (copyright sign in EM II levels)
198 * added delayed ignition of EM style dynamite when used in R'n'D engine
199 * added limited movement range to EMC engine when focus on all players
202 * fixed bug with missing (zero) score values for native Supaplex levels
205 * added "continuous snapping" (snapping many elements while holding the
206 snap key pressed, without releasing the snap key after each element)
207 as a new player setting for more compatibility with the classic games
210 * finished scrolling for "focus on all players" in EMC graphics engine
213 * level sets with "levels: 0" are ignored for levels, but not artwork
214 * fixed bug when scanning empty level group directories (endless loop)
217 * fixed bug with explosion graphic for player using "Murphy" graphic
218 * fixed bug with explosion graphic if player leaves explosion in time
219 * changed some descriptive text in setup menu to use medium-width font
220 * added key shortcut settings for switching player focus to setup menu
223 * fixed bug with random value initialization when recording tapes
224 * fixed bug with playing single player tapes when team mode activated
227 * fixed little bug when trying to switch to player that does not exist
230 * added player switching (visual and quick) to R'n'D and EM game engine
231 * added setup option to select visual or quick in-game player switching
234 * added use of "Home" and "End" keys to handle element list in editor
237 * fixed bug with adding score when playing tape with EMC game engine
238 * added steel wall border for levels using EMC engine without border
239 * finally fixed delayed scrolling in EMC engine also for small levels
242 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
245 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
246 * fixed bug when displaying info element without action, but direction
249 * fixed minor graphical problems with springs smashing and slurping
250 (when using R'n'D style graphics instead of EMC style graphics)
253 * added scroll delay (as configured in setup) to EMC graphics engine
256 * improved screen redraw for EMC graphics engine (faster and smoother)
257 * when not scrolling, do not redraw the whole playfield if not needed
260 * added multi-player mode for EMC game engine (with up to four players)
263 * added android (can clone elements) from EMC engine to R'n'D engine
266 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
269 * added selectbox for initial player speed to player settings in editor
272 * version 3.1.2 created that is basically version 3.1.1, but with a
273 major bug fixed that prevented editing your own private levels
274 * version 3.1.2 released
277 * added magic ball (creates elements) from EMC engine to R'n'D engine
280 * uploaded fixed pre-release version 3.2.0-6 binary and source code
283 * fixed bug when using "CE can leave behind <trigger element>"
284 * added new change condition "(after/when) creation of <element>"
285 * added new change condition "(after/when) digging <element>"
286 * fixed bug accessing invalid gadget that caused crashes under Windows
287 * deactivated new possibility for multiple CE changes per frame
290 * uploaded pre-release (test) version 3.2.0-6 binary and source code
293 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
294 * fixed bug with not keeping CE value for moving CEs with only action
295 * changed CE action selectboxes in editor to be only reset when needed
298 * added option "use artwork from element" for custom player artwork
299 * added option "use explosion from element" for player explosions
302 * added cascaded element lists in the level editor
303 * added persistence for cascaded element lists by "editorcascade.conf"
304 * added dynamic element list with all elements used in current level
305 * added possibility for multiple CE changes per frame (experimental)
308 * uploaded pre-release (test) version 3.2.0-5 binary and source code
311 * changed "score for each 10 seconds/steps left" to "1 second/step"
312 * added own score for collecting "extra time" instead of sharing it
313 * added change events "switched by player" and "player switches <e>"
314 * added change events "snapped by player" and "player snaps <e>"
315 * added "set player artwork: <element choice>" to CE action options
316 * added change event "move of <element>"
319 * added "set player shield: off / normal / deadly" to CE action options
320 * added new player option "use level start element" in level editor
321 to set the correct focus at level start to elements from which the
322 player is created later (this did not work before for cascaded CE
323 changes resulting in creation of the player; it is now also possible
324 to create the player from a yam yam which is smashed at level start)
327 * added "set player speed: frozen (not moving)" to CE action options
328 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
331 * added new player option "block snap field" (enabled by default) to
332 make it possible to show a snapping animation like in Emerald Mine
335 * added dynamic selectboxes to custom element action settings in editor
336 * added "CE value" counter for custom elements (instead of "CE count")
337 * added option to use the last "CE value" after custom element change
338 * added option to use the "CE value" of other elements in CE actions
339 * fixed odd behaviour when pressing time orb in levels w/o time limit
340 * added checkbox "use time orb bug" for older levels that use this bug
343 * added missing configuration settings for the following elements:
344 - EL_TIMEGATE_SWITCH (time of open time gate)
345 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
346 - EL_SHIELD_NORMAL (time of shield duration)
347 - EL_SHIELD_DEADLY (time of shield duration)
348 - EL_EXTRA_TIME (time added to level time)
349 - EL_TIME_ORB_FULL (time added to level time)
352 * added "wind direction" as a movement pattern for custom elements
353 * added initial wind direction for balloon / custom elements to editor
354 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
357 * added parameters for "game of life" and "biomaze" elements to editor
360 * added level file chunk "CONF" for generic level and element settings
363 * uploaded pre-release (test) version 3.2.0-4 binary and source code
366 * skip empty level sets (with "levels: 0"; may be artwork base sets)
367 * added sound action ".page[1]" to ".page[32]" for each CE change page
370 * added image config suffix ".clone_from" to copy whole image settings
371 * fixed bug with invalid ("undefined") CE settings in old level files
374 * fixed graphical bug with smashing elements falling faster than player
377 * fixed major bug which prevented private levels from being edited
378 * fixed bug with precedence of general and special font definitions
381 * fixed graphical bug with player animation when player moves slowly
384 * uploaded pre-release (test) version 3.2.0-3 binary and source code
387 * fixed bug which prevented "global.num_toons: 0" from working
390 * major code cleanup (removed all these annoying "#if 0" blocks)
393 * added custom element actions for CE change page in level editor
396 * fixed music initialization bug in init.c (thanks to David Binderman)
397 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
398 (this bug must probably be fixed at other places, too)
401 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
402 (should be '#include <SDL.h>' instead)
405 * fixed bug which prevented "walkable from no direction" from working
406 (due to compatibility code overwriting this setting after loading)
409 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
412 * version number temporarily set to 3.1.1 (intermediate bugfix release)
413 * version 3.1.1 released
416 * changed some va_arg() arguments from 'long' to 'int', fixing problems
417 on 64-bit architecture systems with LP64 data model
420 * fixed bug with bombs not exploding when hitting the last level line
421 (introduced after the release of 3.1.0)
424 * added support for dumping small-sized level sketches from editor
427 * added recognition of "trigger element" for "change digged element to"
428 (this is not really what the "trigger element" was made for, but its
429 use may seem obvious for leaving back digged elements unchanged)
432 * fixed multiple warnings about failed joystick device initialization
435 * fixed bug with dynamite dropped on top of just dropped custom element
436 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
437 dynamite can still be dropped, but drop key must be released before
440 * fixed bug with wrong start directory when started from file browser
441 (due to this bug, R'n'D could not be started from KDE's Konqueror)
444 * fixed bug causing "change when impact" on player not working
445 * fixed wrong priority of "hitting something" over "hitting <element>"
446 * fixed wrong priority of "hit by something" over "hit by <element>"
449 * fixed graphical bug which caused the player (being Murphy) to show
450 collecting animations although the element was collected by penguin
453 * fixed two bugs causing wrong door background graphics in system.c
454 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
457 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
458 * added "no direction" to "walkable/passable from" selectbox options
461 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
462 * in tape autoplay, not only report broken, but also missing tapes
465 * uploaded pre-release (test) version 3.2.0-2 binary and source code
468 * fixed small bug with "linear" animation not working for active lamp
471 * fixed bug with moving up despite gravity due to "block last field"
472 * fixed small bug with wrong draw offset when typing name in main menu
473 * when reading user names from "passwd", ignore data after first comma
474 * when creating new "levelinfo.conf", only write some selected entries
477 * fixed displaying "imported from/by" on preview with empty string
478 * fixed ignoring draw offset for fonts used for level preview texts
481 * fixed a delay problem with SDL and too many mouse motion events
482 * added setup option "skip levels" and level skipping functionality
485 * added move speed "not moving" for non-moving CEs, but with direction
488 * fixed mapping of obsolete element token names in "editorsetup.conf"
489 * fixed bug with sound "acid.splashing" treated as a loop sound
490 * fixed some little sound bugs in native EM engine
493 * fixed small bug when dragging scrollbars to end positions
496 * added editor element descriptions written by Aaron Davidson
499 * improved fallback handling when configured artwork is not available
500 (now using default artwork instead of exiting when files not found)
503 * fixed bug on level selection screen when dragging scrollbar
506 * fixed bug which caused broken tapes when appending to EM engine tapes
509 * uploaded pre-release (test) version 3.2.0-1 binary and source code
512 * added code to replace changed artwork config tokens with other tokens
513 (needed for backwards compatibility, so that older tokens still work)
516 * added native R'n'D graphics for some new EMC elements in EM engine
519 * fixed some bugs in the EM engine integration code
520 * changed EM engine code to allow diagonal movement
521 * changed EM engine code to allow use of separate snap and drop keys
524 * fixed some redraw bugs when using EM engine
527 * fixed bug with not converting RND levels which are set to use native
528 engine to native level structure when loading
531 * uploaded pre-release (test) version 3.2.0-0 binary and source code
534 * version number set to 3.2.0
537 * level data now reset to defaults after attempt to load invalid file
540 * added use of "editorsetup.conf" for different level sets
543 * added auto-detection for various types of Emerald Mine level files
546 * fixed bug with scrollbars getting too small when list is very large
549 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
552 * added most level editor configuration gadgets for new EMC elements
555 * added more element and graphic definitions for new EMC elements
558 * modified native EM engine to use integrated R'n'D sound system
561 * added SDL support to graphics functions in native EM engine
562 (by always using generic libgame interface functions)
565 * fixed bug in frame synchronization in native EM engine
568 * added code to convert levels between R'n'D and native EM engine
571 * new Emerald Mine engine can now play levels selected in main menu
574 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
575 (which creates scaled down graphics for level editor and preview);
576 there's still a memory leak somewhere in the artwork handling code
577 * added "scale image up" functionality to X11 version of zoom function
580 * first attempts to integrate new, native Emerald Mine Club engine
583 * fixed bug in gadget code which caused reset of CEs in level editor
584 (example: pressing 'b' [grab brush] on CE config page erased values)
585 (solution: check if gadgets in ClickOnGadget() are really mapped)
586 * improved level change detection in editor (settings now also checked)
587 * fixed bug with "can move into acid" and "don't collide with" state
590 * fixed maze runner style CEs to use the configured move delay value
593 * added Aaron Davidson's tutorial level set to the "Tutorials" section
596 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
597 * fixed the above fix because it broke level set "machine" (*sigh*)
598 * fixed random element placement in level editor to work as expected
599 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
602 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
605 * fixed bug (missing array boundary check) which caused broken tapes
606 * fixed bug (when loading level template) which caused broken levels
607 * fixed bug with new block last field code when using non-yellow player
610 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
611 * internal change of how the player blocks the last field when moving
612 * fixed blocking delay of last field for EM and SP style block delay
613 * fixed bug where the player had to wait for the usual move delay after
614 unsuccessfully trying to move, when he directly could move after that
615 * the last two changes should make original Supaplex level 93 solvable
616 * improved use of random number generator to make it less predictable
617 * fixed behaviour of slippery SP elements to let slip left, then right
620 * fixed bug with wrong door state after trying to quickload empty tape
621 * fixed waste of static memory usage of the binary, making it smaller
622 * fixed very little graphical bug in Supaplex explosion
625 * version number set to 3.1.1
628 * version 3.1.0 released
631 * fixed bug with crash when writing user levelinfo.conf the first time
634 * added option "convert LEVELDIR [NR]" to command line batch commands
635 * re-converted Supaplex levels to apply latest engine fixes
636 * changed "use graphic/sound of element" to "use graphic of element"
637 due to compatibility problems with some levels ("bug machine" etc.)
640 * fixed bug with CE change replacing player with same or other player
643 * fixed bug with opaque font in envelope with background graphic when
644 background graphic is not transparent itself
647 * added "gravity on" and "gravity off" ports for Supaplex compatibility
648 * corrected original Supaplex level loading code to use these new ports
649 * also corrected Supaplex loader to auto-count infotrons if set to zero
652 * fixed bug with missing initialization of "modified" flag for GEs
655 * fixed bug that caused endless recursion loop when relocating player
656 * fixed tape recorder bug in "step mode" when using "pause before end"
657 * fixed tape recorder bug when changing from "warp forward" mode
660 * fixed bug with "when touching" for pushed elements at last position
663 * fixed bug that caused two activated toolbox buttons in level editor
664 * fixed bug with exploding dynabomb under player due to other explosion
667 * fixed bug with creating walkable custom element under player (again)
668 * fixed bug with not copying explosion type when copying CEs in editor
669 * fixed graphical bug when drawing player in setup menu (input devices)
670 * fixed graphical bug when the player is pushing an accessible element
671 * fixed bug with classic switchable elements triggering CE changes
672 * fixed bug with entering/leaving walkable element in RelocatePlayer()
673 * fixed crash bug when CE leaves behind the trigger player element
676 * fixed bug with broken tubes after placing/exploding dynamite in them
677 * fixed bug with exploding dynamite under player due to other explosion
678 * fixed bug with not resetting push delay under certain circumstances
681 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
682 * added network multiplayer code for Windows (thanks to Niko Böhm)
685 * added option "reachable despite gravity" for gravity movement
686 * changed gravity movement of most classic walkable and passable
687 elements back to "not reachable" (for compatibility reasons)
690 * fixed (removed) "indestructible" / "can explode" dependency in editor
691 * fixed (removed) "accessible inside" / "protected" dependency
692 * fixed (removed) "step mode" / "shield time" dependency
695 * fixed dynabombs exploding now into anything diggable
696 * fixed Supaplex style gravity movement into buggy base now impossible
697 * added pressing key "space" as valid action to select menu options
700 * added "replace when walkable" to relocate player to walkable element
701 * added "enter"/"leave" event for elements affected by relocation
702 * fixed "direct"/"indirect" change order also for "when change" event
703 * fixed graphical bug when pushing things from elements walkable inside
706 * fixed graphic bug when player is snapping while moving in old levels
707 * fixed bug when a moving custom element leaves a player element behind
708 * fixed bug with mole not disappearing when moving into acid pool
709 * fixed bug with incomplete path setting when using "--basepath" option
710 * moving CE can now leave walkable elements behind under the player
711 * when relocating, player can be set on walkable element now
712 * fixed another gravity movement bug
715 * uploaded pre-release (test) version 3.1.0-2 binary and source code
718 * added "collectible" and "removable" to extended replacement types
719 (where "removable" replaces "diggable" and "collectible" elements)
720 * added "collectible & throwable" (to throw element to the next field)
721 * fixed bug with CEs digging elements that are just about to explode
722 * changed mouse cursor now always being visible when game is paused
725 * added possibility to push/press accessible elements from a side that
727 * fixed bug with not setting actual date when appending to tape
730 * fixed bug with incorrectly initialized custom element editor graphics
733 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
734 - number of levels corrected from 18 to 17 in "levelinfo.conf"
737 * fixed bug with destroyed robot wheel still attracting robots forever
738 * fixed bug with time gate switch deactivating after robot wheel time
739 (while the time gate itself is not affected by this misbehaviour)
740 * changed behaviour of BD style amoeba to always get blocked by player
741 (before it was different when there were non-BD elements in level)
742 * fixed bug with player destroying indestructable elements with shield
745 * added option to make growing elements grow into anything diggable
746 (for the various amoeba types, biomaze and "game of life")
749 * fixed bug with movable elements not moving after left behind by CEs
750 * changed gravity movement to anything diggable, not only sand/base
751 * optionally allowing passing to walkable element, not only empty space
752 * added option "can pass to walkable element" for players
753 * finally fixed gravity movement (hopefully)
756 * fixed bug with movable elements not moving anymore after falling down
759 * fixed another bug with custom elements digging and leaving elements
760 * fixed bug with "along left/right side" and automatic start direction
761 * trigger elements now also displayed when "more custom" deactivated
762 * fixed bug with clipboard element initialized when loading new level
763 * added option "drop delay" to set delay before dropping next element
766 * uploaded pre-release (test) version 3.1.0-1 binary and source code
769 * added copy and paste functions for custom change pages
770 * enhanced graphical display and functionality of tape recorder
771 * fixed bug with custom elements digging and leaving elements
774 * added move speed faster than "very fast" for custom elements
775 * fixed bug with 3+3 style explosions and missing border content
776 * fixed little bug when copying custom elements in the editor
777 * enhanced custom element changes by more side trigger actions
780 * added option "no scrolling when relocating" for instant teleporting
781 * uploaded pre-release (test) version 3.1.0-0 binary and source code
784 * added trigger element and trigger player to use as target elements
785 * added copy and paste functions for custom and group elements
788 * fixed graphical bug when displaying explosion animations
789 * fixed bug when appending to tapes, resulting in broken tapes
790 * re-recorded a few tapes broken by fixing gravity checking bug
793 * "can move into acid" property now for all elements independently
794 * "can fall into acid" property for player stored in same bitfield now
795 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
796 * version number set to 3.1.0 (finally!)
799 * changed tape recording to only record input, not programmed actions
802 * fixed totally broken (every 8th frame skipped) step-by-step recording
803 * fixed bug with requester not displayed when quick-loading interrupted
804 * added option "can fall into acid (with gravity)" for players
805 * fixed bug with player not falling when snapping down with gravity
808 * fixed bug which messed up key config when using keypad number keys
811 * fixed bug which allowed moving upwards even when gravity was active
812 * fixed bug with missing error handling when dumping levels or tapes
815 * added different colored editor graphics for Supaplex gravity tubes
818 * fixed bug that allowed solvable tapes for unsolvable levels
821 * use unlimited number of droppable elements when "count" set to zero
822 * added option to use step limit instead of time limit for level
825 * added player and change page as trigger for custom element change
828 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
831 * fixed bug with dark yamyam changing to acid when moving over acid
832 * fixed handling of levels with more than 999 seconds level time
833 (example: level 76 of "Denmine")
836 * "spring push bug" reintroduced as configurable element property
837 * fixed bug with missing properties for "mole"
838 * fixed bug that showed up when fixing the above "mole" properties bug
839 * added option "can move into acid" for all movable elements
840 * fixed graphical bug for elements moving into acid
841 * changed event handling to handle all pending events before going on
844 * fixed bug which caused all CE change pages to be ignored which had
845 the same change event, but used a different element side
846 (reported by Simon Forsberg)
848 * fixed bug which caused elements that can move and fall and that are
849 transported by a conveyor belt to continue moving into that direction
850 after leaving the conveyor belt, regardless of their own movement
851 type; only elements which can not move are transported now
852 (reported by Simon Forsberg)
854 * fixed bug which could cause an array overflow in RelocatePlayer()
855 (reported by Niko Böhm)
857 * changed Emerald Mine style "passable / over" elements to "protected"
858 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
860 * added new option to select from which side a "walkable/passable"
861 element can be entered
864 * added explosion and ignition delay for elements that can explode
867 * fixed bug which caused player not being protected against enemies
868 when a CE was "walkable / inside" and was not "indestructible"
869 * added "walkable/passable" fields to be "protected/unprotected"
870 against enemies, even if not accessible "inside" but "over/under"
873 * corrected move pattern to 32 bit and initial move direction to 8 bit
876 * added second custom element base configuration page
879 * added some special EMC mappings to Emerald Mine level loader
880 (also covering previously unknown element in level 0 of "Bondmine 8")
883 * added option to block last field when player is moving (for Supaplex)
884 * adjusted push delay of Supaplex elements
885 * removed delays for envelopes etc. when replaying with maximum speed
886 * fixed bug when dropping element on a field that just changed to empty
889 * fixed bug: infotrons can now smash yellow disks
890 * fixed bug: when gravity active, port above player can now be entered
891 * removed "one white dot" mouse pointer which irritated some people
894 * added "choice type" for group element selection
897 * fixed bug with initial invulnerability of non-yellow player
900 * added level loader for loading native Supaplex packed levels
901 (including multi-part levels like the "splvls99" levels)
904 * fixed bug which allowed creating emeralds by escaping explosions
907 * custom elements can change (limited) or leave (unlimited) elements
908 * finally added multiple matches using group elements
909 * added shortcut to dump brush (type ":DB" in editor) for use in forum
912 * added new start movement type "previous" for continued CE movement
913 * added new start movement type "random" for random CE movement start
916 * added new element "sokoban_field_player" needed for Sokoban levels
917 (thanks to Ed Booker for pointing this out!)
920 * added elements that can be digged or left behind by custom elements
923 * added group elements for multiple matches and random element creation
926 * fixed some graphical errors displayed in old levels
929 * fixed wrong double speed movement after passing closing gates
932 * added level loader for loading native Emerald Mine levels
935 * changes for "shooting" style CE movement
938 * Happy New Year! ;-)
941 * changed default snap/drop keys from left/right Shift to Control keys
944 * fixed bug with dead player getting reanimated from custom element
947 * fixed bug with wrong penguin graphics (when entering exit)
950 * fixed bug with wrong "Murphy" graphics (when digging etc.)
953 * version number set to 3.0.9
956 * version 3.0.8 released
959 * added function checked_free()
962 * fixed bug with double nut cracking sound
963 (by eliminating "default element action sound" assignment in init.c)
966 * fixed crash when no music info files are available
969 * fixed boring and sleeping sounds
972 * added "maze runner" and "maze hunter" movement types
973 * added extended collision conditions for custom elements
976 * added warnings for undefined token values in artwork config files
979 * added menu entry for level set information to the info screen
982 * fixed bug with wrong default impact sound for colored emeralds
985 * added several sub-screens for the info screen
986 * menu text now also clickable (not only blue/red sphere left of it)
989 * added configurable "bored" and "sleeping" animations for the player
990 * added "awakening" sound for player when waking up after sleeping
993 * added "copy" and "exchange" functions for custom elements to editor
996 * added configurable element animations for info screen
999 * added configurable music credits for info screen
1002 * finally fixed tape recording when player is created from CE change
1005 * added "editorsetup.conf" for editor element list configuration
1008 * added "musicinfo.conf" for menu and level music configuration
1011 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1012 (that only showed up on Linux, but not on Windows systems)
1015 * fixed turning movement of butterflies and fireflies (no frame reset)
1016 * enhanced sniksnak turning movement (two steps instead of only one)
1019 * version number set to 3.0.8
1022 * version 3.0.7 released
1025 * fixed reset of player animation frame when, for example,
1026 walking, digging or collecting share the same animation
1027 * fixed CE with "deadly when touching" exploding when touching amoeba
1030 * fixed tape recording when player is created from CE element change
1033 * introduced "turning..." action graphic for elements with move delay
1034 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1035 * added turning animations for bug, spaceship and sniksnak
1038 * prevent "extended" changed elements from delay change in same frame
1041 * fixed bug when pushing element that can move away to the side
1042 (like pushing falling elements, but now with moving elements)
1045 * finally fixed serious bug in code for delayed element pushing (again)
1048 * unavailable setup options now marked as "n/a" instead of "off"
1049 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1050 to "true", levels are always played with the latest game engine,
1051 which is desired for levels that are imported from other games; all
1052 other levels are played with the engine version stored in level file
1053 (which is normally the engine version the level was created with)
1056 * fixed serious bug in code for delayed element pushing
1057 * fixed little bug in animation frame selection for pushed elements
1058 * speed-up of reading config file for verbose output
1061 * added configuration option for opening and closing Supaplex exit
1062 * added configuration option for moving up/down animation for Murphy
1063 * fixed incorrectly displayed animation for attacking dragon
1064 * fixed bug with not setting initial gravity for each new game
1065 * fixed bug with teleportation of player by custom element change
1066 * fixed bug with player not getting smashed by rock sometimes
1069 * version number set to 3.0.7
1072 * version 3.0.6 released
1075 * added support for MP3 music for SDL version through SMPEG library
1078 * fixed bug when initializing font graphic structure
1079 * fixed bug with animation mode "pingpong" when using only 1 frame
1080 * fixed bug with extended change target introduced in 3.0.5
1081 * fixed bug where passing over moving element doubles player speed
1082 * fixed bug with elements continuing to move into push direction
1083 * fixed bug with duplicated player when dropping bomb with shield on
1084 * added "switching" event for custom elements ("pressing" only once)
1085 * fixed switching bug (resetting flag when not switching but not idle)
1088 * fixed element tokens for certain file elements with ".active" etc.
1091 * version number set to 3.0.6
1094 * version 3.0.5 released
1097 * now four envelope elements available
1098 * font, background, animation and sound for envelope now configurable
1099 * main menu doors opening/closing animation type now configurable
1102 * active/inactive sides configurable for custom element changes
1103 * new movement type "move when pushed" available for custom elements
1106 * fixed bug in multiple config pages loader code that caused crashes
1109 * enhanced (remaining low-resolution) Supaplex graphics
1112 * version number set to 3.0.5
1115 * version 3.0.4 released
1117 2003-09-12 src/tools.c
1118 * fixed bug in custom definition of crumbled element graphics
1120 2003-09-11 src/files.c
1121 * fixed bug in multiple config pages code that caused crashes
1124 * version number set to 3.0.4
1127 * version 3.0.3 released
1130 * added music to Supaplex classic level set
1132 2003-09-07 src/libgame/misc.c
1133 * added support for loading various music formats through SDL_mixer
1135 2003-09-06 (various source files)
1136 * fixed several nasty bugs that may have caused crashes on some systems
1137 * added envelope content which gets displayed when collecting envelope
1138 * added multiple change event pages for custom elements
1140 2003-08-24 src/game.c
1141 * fixed problem with player animation when snapping and moving
1143 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1144 * fixed problem with flickering when drawing toon animations
1146 2003-08-23 src/libgame/sdl.c
1147 * fixed problem with setting mouse cursor in SDL version in fullscreen
1149 2003-08-23 src/game.c
1150 * fixed bug (missing array boundary check) which could crash the game
1153 * version number set to 3.0.3
1156 * version 3.0.2 released
1158 2003-08-21 src/game.c
1159 * fixed bug with creating inaccessible elements at player position
1161 2003-08-20 src/init.c
1162 * fixed bug with not finding current level artwork directory
1164 2003-08-20 src/files.c
1165 * fixed bug with choosing wrong engine version when playing tapes
1166 * fixed bug with messing up custom element properties in 3.0.0 levels
1169 * version number set to 3.0.2
1172 * version 3.0.1 released
1174 2003-08-17 (no source files affected)
1175 * changed all "classic" PCX image files with 16 colors or less to
1176 256 color (8 bit) storage format, because the Allegro game library
1177 cannot handle PCX files with less than 256 colors (contributed
1178 graphics are not affected and might look wrong in the DOS version)
1180 2003-08-16 src/init.c
1181 * fixed bug which (for example) crashed the level editor when defining
1182 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1183 (only set to default) -- invalid graphics now set to default graphic
1185 2003-08-16 src/init.c
1186 * fixed graphical bug of player digging/collecting/snapping element
1187 when no corresponding graphic/animation is defined for this action,
1188 resulting in player being drawn as EL_EMPTY (which should only be
1189 done to elements being collected, but not to the player)
1191 2003-08-16 src/game.c
1192 * fixed small graphical bug of player not totally moving into exit
1194 2003-08-16 src/libgame/setup.c
1195 * fixed bug with wrong MS-DOS 8.3 filename conversion
1197 2003-08-16 src/tools.c
1198 * fixed bug with invisible mouse cursor when pressing ESC while playing
1200 2003-08-16 (various source files)
1201 * added another 128 custom elements (disabled in editor by default)
1203 2003-08-16 src/editor.c
1204 * fixed NULL string bug causing Solaris to crash in sprintf()
1206 2003-08-16 src/screen.c
1207 * fixed drawing over scrollbar on level selection with custom fonts
1209 2003-08-15 src/game.c
1210 * cleanup of simple sounds / loop sounds / music settings
1212 2003-08-08 (various source files)
1213 * added custom element property for dropping collected elements
1215 2003-08-08 src/conf_gfx.c
1216 * fixed bug with missing graphic for active red disk bomb
1218 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1219 * extended variable "level.gravity" to "level.initial_gravity" and
1220 "game.current_gravity" to prevent level setting from being changed
1221 by playing the level (keeping the runtime value after playing)
1223 * fixed graphics bug when digging element that has 'crumbled' graphic
1224 definition, but not 'diggable' graphic definition
1227 * version number set to 3.0.1
1230 * version 3.0.0 released
1233 * various bug fixes; among others:
1234 - fixed bug with pushing spring over empty space
1235 - fixed bug with leaving tube while placing dynamite
1236 - fixed bug with explosion of smashed penguins
1237 - allow Murphy player graphic in levels with non-Supaplex elements
1241 * I have forgotten to document changes for some time
1244 * pre-release version 2.2.0rc1 released
1247 * version number set to 2.1.2
1250 * version 2.1.1 released
1253 * version number set to 2.1.1
1256 * version 2.1.0 released
1259 * version number set to 2.1.0
1261 2002-04-03 to 2002-05-19 (various source files)
1262 * graphics, sounds and music now fully configurable
1263 * bug fixed that prevented walking through tubes when gravity on
1265 2002-04-02 src/events.c, src/editor.c
1266 * Make Escape key less aggressive when playing or when editing level.
1267 This can be configured as an option in the setup menu. (Default is
1268 "less aggressive" which means "ask user if something can be lost"
1269 when pressing the Escape key.)
1271 2002-04-02 src/screen.c
1272 * Added "graphics setup" screen.
1274 2002-04-01 src/screen.c
1275 * Changed "choose level" setup screen stuff to be more generic (to
1276 make it easier to add more "choose from generic tree" setup screens).
1278 2002-04-01 src/config.c, src/timestamp.h
1279 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1280 automatically gets created by "src/Makefile" and contains an actual
1281 compile-time timestamp to identify development versions of the game).
1283 2002-03-31 src/tape.c, src/events.c
1284 * Added quick game/tape save/load functions to tape stuff which can be
1285 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1286 loads previously recorded tape and directly goes into recording mode
1287 from the end of the tape (therefore appending to the tape).
1289 2002-03-31 src/tape.c
1290 * Added "index mark" function to tape recorder. When playing or
1291 recording, "eject" button changes to "index" button. Setting index
1292 mark is not yet implemented, but pressing index button when playing
1293 allows very quick advancing to end of tape (when normal playing),
1294 very fast forward mode (when playing with normal fast forward) or
1295 very fast reaching of "pause before end of tape" (when playing with
1296 "pause before end" playing mode).
1298 2002-03-30 src/cartoons.c
1299 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1301 2002-03-29 src/screen.c
1302 * Changed setup screen stuff to be more generic (to make it easier
1303 to add more setup screens).
1305 2002-03-23 src/main.c, src/main.h
1306 * Various changes due to the introduction of the new libgame files
1307 "setup.c" and "joystick.c".
1309 2002-03-23 src/files.c
1310 * Generic parts of "src/files.c" (mainly setup and level directory
1311 stuff) moved to new libgame file "src/libgame/setup.c".
1313 2002-03-23 src/joystick.c
1314 * File "src/joystick.c" moved to libgame source tree, with
1315 correspondig changes.
1317 2002-03-22 src/screens.c
1318 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1319 (Wrong level series information displayed when entering main group.)
1321 2002-03-22 src/editor.c
1322 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1324 2002-03-22 src/editor.c
1325 * Changed behaviour of "Escape" key in level editor to be more
1326 intuitive: When in "Element Properties" or "Level Info" mode,
1327 return to "Drawing Mode" instead of leaving the level editor.
1329 2002-03-21 src/game.c, src/editor.c, src/files.c
1330 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1331 gems (emeralds, diamonds, ...) slipping down from normal wall,
1332 steel wall and growing wall (as in E.M.C. style levels). Although
1333 the behaviour of contributed and private levels wasn't changed (due
1334 to the use of "level.game_version"; see previous entry), editing
1335 those levels will (of course) change the behaviour accordingly.
1337 This change seems a bit too hard after thinking about it, because
1338 the EM style behaviour is not the "expected" behaviour (gems would
1339 normally only slip down from "rounded" walls). Therefore this was
1340 now changed to an element property for gem style elements, with the
1341 default setting "off" (which means: no special EM style behaviour).
1342 To fix older converted levels, this flag is set to "on" for pre-2.0
1343 levels that are neither contributed nor private levels.
1345 2002-03-20 src/files.h
1346 * Corrected settings for "level.game_version" depending of level type.
1347 (Contributed and private levels always get played with game engine
1348 version they were created with, while converted levels always get
1349 played with the most recent version of the game engine, to let new
1350 corrections of the emulation behaviour take effect.)
1352 2002-03-20 src/main.h
1353 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1354 compiling the SDL version on some systems.
1355 Thanks to the several people who pointed this out.
1358 * Version number set to 2.0.2.
1361 * Version 2.0.1 released.
1363 2002-03-18 src/screens.c
1364 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1366 2002-03-18 src/files.c [src/libgame/misc.c]
1367 * Moved some common functions from src/files.c to src/libgame/misc.c.
1369 2002-03-18 src/files.c [src/libgame/misc.c]
1370 * Changed permissions for new directories and saved files (especially
1371 score files) according to suggestions of Debian users and mantainers.
1372 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1374 2002-03-17 src/files.c
1375 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1376 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1377 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1378 for levels and "TAPE" for tapes). Old "cookie" style format is
1379 still supported for reading. New level and tape files are written
1382 * New IFF chunk "VERS" contains version numbers for file and game
1383 (where "game version" is the version of the program that wrote the
1384 file, and "file version" is a version number to distinguish files
1385 with different format, for example after adding new features).
1387 2002-03-15 src/screen.c
1388 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1389 (Before, you heard a mixture of the in-game music and the
1390 hall-of-fame music.)
1392 2002-03-14 src/events.c
1393 * Function "DumpTape()" (files.c) now available by pressing 't' from
1394 main menu (when in DEBUG mode).
1396 2002-03-14 src/game.c
1397 * "GameWon()": When game was won playing a tape, now there is no delay
1398 raising the score and no corresponding sound is played.
1400 2002-03-14 src/files.c
1401 * Changed "LoadTape()" for real chunk support and also adjusted
1402 "SaveTape()" accordingly.
1404 2002-03-14 src/game.c, src/tape.c, src/files.c
1405 * Important changes to tape format: The old tape format stored all
1406 actions with a real effect with a corresponding delay between the
1407 stored actions. This had some major disadvantages (for example,
1408 push delays had to be ignored, pressing a button for some seconds
1409 mutated to several single button presses because of the non-action
1410 delays between two action frames etc.). The new tape format just
1411 stupidly records all device actions and replays them later. I really
1412 don't know why I haven't solved it that way before?! Old-style tapes
1413 (with tape file version less than 2.0) get converted to the new
1414 format on-the-fly when loading and can therefore still be played;
1415 only some minor parts of the old-style tape handling code was needed.
1416 (A perfect conversion is not possible, because there is information
1417 missing about the device actions between two action frames.)
1419 2002-03-14 src/files.c
1420 * New function "DumpTape()" to dump the contents of the current tape
1421 in a human readable format.
1423 2002-03-14 src/game.c
1424 * Small tape bug fixed: When automatically advancing to next level
1425 after a game was won, the tape from the previous level still was
1426 loaded as a tape for the new level.
1428 2002-03-14 src/tape.c
1429 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1430 tape, cartoons did not get completely removed because
1431 StopAnimation() was not called.
1433 2002-03-13 src/files.c
1434 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1435 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1436 size even when using 16-bit elements). Added new chunk "CNT2" for
1437 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1438 chunk even when content was 16-bit element). "CNT2" should now be
1439 able to store content for arbitrary elements (up to eight blocks of
1440 3 x 3 element arrays). All "CNT2" elements will always be stored as
1441 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1443 2002-03-13 src/files.c
1444 * Changed "LoadLevel()" for real chunk support.
1446 2002-03-12 src/game.c
1447 * Fixed problem (introduced after 2.0.0 release) with penguins
1448 not getting killed by enemies
1450 2002-02-24 src/game.c, src/main.h
1451 * Added "player->is_moving"; now "player->last_move_dir" does
1452 not contain any information if the player is just moving at
1454 Before, "player->last_move_dir" was misused for this purpose
1455 for the robot stuff (robots don't kill players when they are
1456 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1457 broke tapes when walking through pipes!
1458 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1459 in a continuous movement. This fact is ignored for friends and