2 * added page fading effects for remaining info sub-screens
3 * fixed small bug that caused some delays when answering door request
6 * added directives "border.draw_masked.*" for menu/playfield area and
7 door areas to display overlapping/masked borders from "global.border"
10 * fixed bug with CE with move speed "not moving" not being animated
11 * when changing player artwork by CE action, reset animation frame
14 * fixed bug with not unmapping main menu screen gadgets on other screens
15 * fixed bug with un-pausing a paused game by releasing still pressed key
16 * fixed bug with not redrawing screen when toggling to/from fullscreen
17 mode while fast reloading tape (without redrawing playfield contents)
18 * fixed bug with quick-saving tape snapshot despite answering with "no"
21 * version number set to 3.2.3
24 * version 3.2.2 released
27 * fixed bug with redrawing screen in fullscreen mode after quick tape
28 reloading when using the EMC game engine
29 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
32 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
35 * added engine snapshot functionality for instant tape reloading (this
36 only works for the last tape saved using "quick save", and does not
37 work across program restarts, because it completely works in memory)
40 * version number set to 3.2.2
43 * version 3.2.1 released
46 * fixed nasty bugs with handling error message file on Mac OS X systems
49 * general code cleanup (removing many annoying "#if 0" blocks etc.)
52 * fixed bug that caused broken tapes when manually appending to tapes
53 using the "pause before death" functionality, followed by recording
54 * added setup option to disable fading of screens for faster testing
57 * code cleanup of new fading functions
60 * changed behaviour after solved game -- do not immediately stop engine
61 * added some more smooth screen fadings (game start, hall of fame etc.)
64 * fixed bug with displaying pushed CE with value/score/delay anim_mode
67 * added configurable level preview position, tile size and dimensions
68 * added configurable game panel value positions (gems, time, score etc.)
71 * fixed small bug with time displayed incorrectly when collecting CEs
74 * fixed bug with bumpy scrolling with EM engine in double player mode
77 * added compatibility code to fix "Snake Bite" style levels that were
78 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
81 * fixed bug with scrollbars inside editor when using the Windows mouse
82 enhancement tool "True X-Mouse" (which injects key events to the event
83 queue to insert selected stuff into the Windows clipboard, which gets
84 confused with the "Insert" key for jumping to the last editor cascade
85 block in the element list)
86 * added Rocks'n'Diamonds icon for use as window icon to SDL version
87 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
90 * added selection of preferred fullscreen mode to setup / graphics menu
91 (useful if default mode 800 x 600 does not match screen aspect ratio)
94 * improved down-scaling of images for better editor and preview graphics
95 * changed user data directory for Mac OS X from Unix style to new place
98 * improved level number selection in main menu and player selection in
99 setup menu (input devices section) by using standard button gadgets
100 * added support for mouse scroll wheel (caused buggy behaviour before)
101 * added support for scrolling horizontal scrollbars with mouse wheel by
102 holding "Shift" key pressed while scrolling the wheel
103 * added support for single step mouse wheel scrolling by holding "Alt"
104 key pressed while scrolling the wheel (can be combined with "Shift")
105 * changed output file "stderr.txt" on Windows platform now always to be
106 created in the R'n'D sub-directory of the personal documents directory
107 * added Windows message box to direct to "stderr.txt" after error aborts
110 * improved general scrollbar handling (when jump-scrolling scrollbars)
113 * changed scrollbars to always show last line as first after scrolling
114 (that means jumping n - 1 screen lines instead of n screen lines)
117 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
118 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
119 * fixed special handling of vertically stacked acid becoming fake acid
122 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
123 affect multiple instances of the same CE, although this kind of
124 change condition usually only affects one single custom element
127 * version number set to 3.2.1
130 * version 3.2.0 released
133 * reorganized level editor element list a bit to match engines better
136 * fixed newly introduced bug with wrongly initializing clipboard element
139 * fixed bug with displaying visible/invisible level border in editor
142 * reorganized some elements in the level editor element list
145 * fixed bug with displaying any player as "yellow" when moving into acid
146 * fixed bug with displaying running player when player stopped at border
149 * fixed bug with player exploding when moving into acid
150 * fixed bug with level settings being reset in editor and when playing
151 (some compatibility settings being set not only after level loading)
152 * fixed crash bug when number of custom graphic frames was set to zero
153 * fixed bug with teleporting player on walkable tile not working anymore
154 * added partial compatibility support for pre-release-only "CONF" chunk
155 (to make Alan Bond's "color cycle" demo work again :-) )
158 * fixed some bugs when displaying title screens from info screen menu
159 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
162 * changed file major version to 3 to reflect level file format changes
163 * uploaded pre-release (test) version 3.2.0-8 binary and source code
166 * added new chunk "NAME" to level file format for level name settings
167 * added new chunk "NOTE" to level file format for envelope settings
168 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
169 * updated magic(5) file to recognize changed and new level file chunks
170 * removed change events "change when CE value/score changes" as unneeded
173 * changed gravity (which only affects the player) from level property
174 to player property (only makes a difference in multi-player levels)
175 * added change events "change when CE value/score changes"
176 * added change events "change when CE value/score changes of <element>"
179 * added new chunk "INFO" to level file format for global level settings
180 * added all element settings from "HEAD" chunk to "CONF" chunk
181 * added all global level settings from "HEAD" chunk to "INFO" chunk
184 * changed level file format by adding two new chunks "CUSX" (for custom
185 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
186 elements, replacing the previous "GRP1" chunk); these new IFF style
187 chunks use the new and flexible "micro chunks inside chunks" technique
188 already used with the new "CONF" chunk (for normal element properties)
189 which makes it possible to easily extend the existing level format
190 (instead of using fixed-length chunks like before, which are either
191 too big due to reserved bytes for future use, or too small when those
192 reserved bytes have all been used and even more data should be stored,
193 requiring the replacement by new and larger chunks just like it went
194 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
197 * added credits pages to the "credits" section that were really missing
198 * added some missing element descriptions to the level editor
199 * added down position of switchgate switch to the level editor
200 and allowed the use of both switch positions at the same time
201 * changed use of "Insert" and "Delete" keys to navigate element list in
202 level editor to start of previous or next cascading block of elements
205 * added the possibility to view the title screen to the info screen menu
206 * fixed some minor bugs with viewing title screens
209 * fixed bug with title (cross)fading in/out when using fullscreen mode
212 * fixed bug that forced re-defining of menu settings in local graphics
213 config file which are already defined in existing base config file
214 * fixed small bug that caused door sounds playing when music is enabled
217 * added the possibility to define up to five title screens for each
218 level set that are displayed after loading using (cross)fading in/out
219 (this was added to display the various start images of the EMC sets)
222 * added "CE score gets zero [of]" to custom element trigger conditions
223 * added setup option to display element token name in level editor
226 * added compatibility code for Juergen Bonhagen's menu artwork settings
229 * fixed bug with displaying wrong animation frame 0 after CE changes
230 * fixed bug with creating invisible elements when light switch is on
233 * added selection between ECS and AGA graphics for EMC levels to setup
236 * adjusted font handling for various narrow EMC style fonts
239 * changed EM engine behaviour back to re-allow initial rolling springs
242 * fixed handling of over-large selectboxes (less error-prone now)
243 * fixed bug when creating GE with walkable element under the player
246 * added use of "Insert" and "Delete" keys to navigate element list in
247 level editor to start of custom elements or start of group elements
248 * added virtual elements to access CE value and CE score of elements:
249 - "CE value of triggering element"
250 - "CE score of triggering element"
251 - "CE value of current element"
252 - "CE score of current element"
255 * fixed "grass" to "sand" in older EM levels (up to file version V4)
258 * changed behaviour of network games with internal errors (because of
259 different client frame counters) from immediately terminating R'n'D
260 to displaying an error message requester and stopping only the game
261 (also to prevent impression of crashes under non command-line runs)
262 * fixed playing network games with the EMC engine (did not work before)
263 * fixed bug with not scrolling the screen in multi-player mode with the
264 focus on player 1 when all players are moving in different directions
265 * fixed bug with keeping pointer to gadget even after its deallocation
266 * fixed bug with allowing "focus on all players" in network games
267 * fixed bug with player focus when playing tapes from network games
270 * uploaded pre-release (test) version 3.2.0-7 binary and source code
273 * code cleanup for game action control for R'n'D and EMC game engine
276 * fixed bug in multi-player movement with focus on both players
277 * added option to control only the focussed player with all input
280 * added player focus switching to level tape recording and re-playing
283 * fixed some bugs in player focus switching in EMC and RND game engine
286 * added special Supaplex animations for Murphy digging and snapping
287 * added special Supaplex animations for Murphy being bored and sleeping
290 * added four new yam yams with explicit start direction for EMC engine
291 * fixed bug in src/libgame/text.c with printing text outside the window
294 * fixed small bug in EMC level loader (copyright sign in EM II levels)
297 * added delayed ignition of EM style dynamite when used in R'n'D engine
298 * added limited movement range to EMC engine when focus on all players
301 * fixed bug with missing (zero) score values for native Supaplex levels
304 * added "continuous snapping" (snapping many elements while holding the
305 snap key pressed, without releasing the snap key after each element)
306 as a new player setting for more compatibility with the classic games
309 * finished scrolling for "focus on all players" in EMC graphics engine
312 * level sets with "levels: 0" are ignored for levels, but not artwork
313 * fixed bug when scanning empty level group directories (endless loop)
316 * fixed bug with explosion graphic for player using "Murphy" graphic
317 * fixed bug with explosion graphic if player leaves explosion in time
318 * changed some descriptive text in setup menu to use medium-width font
319 * added key shortcut settings for switching player focus to setup menu
322 * fixed bug with random value initialization when recording tapes
323 * fixed bug with playing single player tapes when team mode activated
326 * fixed little bug when trying to switch to player that does not exist
329 * added player switching (visual and quick) to R'n'D and EM game engine
330 * added setup option to select visual or quick in-game player switching
333 * added use of "Home" and "End" keys to handle element list in editor
336 * fixed bug with adding score when playing tape with EMC game engine
337 * added steel wall border for levels using EMC engine without border
338 * finally fixed delayed scrolling in EMC engine also for small levels
341 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
344 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
345 * fixed bug when displaying info element without action, but direction
348 * fixed minor graphical problems with springs smashing and slurping
349 (when using R'n'D style graphics instead of EMC style graphics)
352 * added scroll delay (as configured in setup) to EMC graphics engine
355 * improved screen redraw for EMC graphics engine (faster and smoother)
356 * when not scrolling, do not redraw the whole playfield if not needed
359 * added multi-player mode for EMC game engine (with up to four players)
362 * added android (can clone elements) from EMC engine to R'n'D engine
365 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
368 * added selectbox for initial player speed to player settings in editor
371 * version 3.1.2 created that is basically version 3.1.1, but with a
372 major bug fixed that prevented editing your own private levels
373 * version 3.1.2 released
376 * added magic ball (creates elements) from EMC engine to R'n'D engine
379 * uploaded fixed pre-release version 3.2.0-6 binary and source code
382 * fixed bug when using "CE can leave behind <trigger element>"
383 * added new change condition "(after/when) creation of <element>"
384 * added new change condition "(after/when) digging <element>"
385 * fixed bug accessing invalid gadget that caused crashes under Windows
386 * deactivated new possibility for multiple CE changes per frame
389 * uploaded pre-release (test) version 3.2.0-6 binary and source code
392 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
393 * fixed bug with not keeping CE value for moving CEs with only action
394 * changed CE action selectboxes in editor to be only reset when needed
397 * added option "use artwork from element" for custom player artwork
398 * added option "use explosion from element" for player explosions
401 * added cascaded element lists in the level editor
402 * added persistence for cascaded element lists by "editorcascade.conf"
403 * added dynamic element list with all elements used in current level
404 * added possibility for multiple CE changes per frame (experimental)
407 * uploaded pre-release (test) version 3.2.0-5 binary and source code
410 * changed "score for each 10 seconds/steps left" to "1 second/step"
411 * added own score for collecting "extra time" instead of sharing it
412 * added change events "switched by player" and "player switches <e>"
413 * added change events "snapped by player" and "player snaps <e>"
414 * added "set player artwork: <element choice>" to CE action options
415 * added change event "move of <element>"
418 * added "set player shield: off / normal / deadly" to CE action options
419 * added new player option "use level start element" in level editor
420 to set the correct focus at level start to elements from which the
421 player is created later (this did not work before for cascaded CE
422 changes resulting in creation of the player; it is now also possible
423 to create the player from a yam yam which is smashed at level start)
426 * added "set player speed: frozen (not moving)" to CE action options
427 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
430 * added new player option "block snap field" (enabled by default) to
431 make it possible to show a snapping animation like in Emerald Mine
434 * added dynamic selectboxes to custom element action settings in editor
435 * added "CE value" counter for custom elements (instead of "CE count")
436 * added option to use the last "CE value" after custom element change
437 * added option to use the "CE value" of other elements in CE actions
438 * fixed odd behaviour when pressing time orb in levels w/o time limit
439 * added checkbox "use time orb bug" for older levels that use this bug
442 * added missing configuration settings for the following elements:
443 - EL_TIMEGATE_SWITCH (time of open time gate)
444 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
445 - EL_SHIELD_NORMAL (time of shield duration)
446 - EL_SHIELD_DEADLY (time of shield duration)
447 - EL_EXTRA_TIME (time added to level time)
448 - EL_TIME_ORB_FULL (time added to level time)
451 * added "wind direction" as a movement pattern for custom elements
452 * added initial wind direction for balloon / custom elements to editor
453 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
456 * added parameters for "game of life" and "biomaze" elements to editor
459 * added level file chunk "CONF" for generic level and element settings
462 * uploaded pre-release (test) version 3.2.0-4 binary and source code
465 * skip empty level sets (with "levels: 0"; may be artwork base sets)
466 * added sound action ".page[1]" to ".page[32]" for each CE change page
469 * added image config suffix ".clone_from" to copy whole image settings
470 * fixed bug with invalid ("undefined") CE settings in old level files
473 * fixed graphical bug with smashing elements falling faster than player
476 * fixed major bug which prevented private levels from being edited
477 * fixed bug with precedence of general and special font definitions
480 * fixed graphical bug with player animation when player moves slowly
483 * uploaded pre-release (test) version 3.2.0-3 binary and source code
486 * fixed bug which prevented "global.num_toons: 0" from working
489 * major code cleanup (removed all these annoying "#if 0" blocks)
492 * added custom element actions for CE change page in level editor
495 * fixed music initialization bug in init.c (thanks to David Binderman)
496 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
497 (this bug must probably be fixed at other places, too)
500 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
501 (should be '#include <SDL.h>' instead)
504 * fixed bug which prevented "walkable from no direction" from working
505 (due to compatibility code overwriting this setting after loading)
508 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
511 * version number temporarily set to 3.1.1 (intermediate bugfix release)
512 * version 3.1.1 released
515 * changed some va_arg() arguments from 'long' to 'int', fixing problems
516 on 64-bit architecture systems with LP64 data model
519 * fixed bug with bombs not exploding when hitting the last level line
520 (introduced after the release of 3.1.0)
523 * added support for dumping small-sized level sketches from editor
526 * added recognition of "trigger element" for "change digged element to"
527 (this is not really what the "trigger element" was made for, but its
528 use may seem obvious for leaving back digged elements unchanged)
531 * fixed multiple warnings about failed joystick device initialization
534 * fixed bug with dynamite dropped on top of just dropped custom element
535 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
536 dynamite can still be dropped, but drop key must be released before
539 * fixed bug with wrong start directory when started from file browser
540 (due to this bug, R'n'D could not be started from KDE's Konqueror)
543 * fixed bug causing "change when impact" on player not working
544 * fixed wrong priority of "hitting something" over "hitting <element>"
545 * fixed wrong priority of "hit by something" over "hit by <element>"
548 * fixed graphical bug which caused the player (being Murphy) to show
549 collecting animations although the element was collected by penguin
552 * fixed two bugs causing wrong door background graphics in system.c
553 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
556 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
557 * added "no direction" to "walkable/passable from" selectbox options
560 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
561 * in tape autoplay, not only report broken, but also missing tapes
564 * uploaded pre-release (test) version 3.2.0-2 binary and source code
567 * fixed small bug with "linear" animation not working for active lamp
570 * fixed bug with moving up despite gravity due to "block last field"
571 * fixed small bug with wrong draw offset when typing name in main menu
572 * when reading user names from "passwd", ignore data after first comma
573 * when creating new "levelinfo.conf", only write some selected entries
576 * fixed displaying "imported from/by" on preview with empty string
577 * fixed ignoring draw offset for fonts used for level preview texts
580 * fixed a delay problem with SDL and too many mouse motion events
581 * added setup option "skip levels" and level skipping functionality
584 * added move speed "not moving" for non-moving CEs, but with direction
587 * fixed mapping of obsolete element token names in "editorsetup.conf"
588 * fixed bug with sound "acid.splashing" treated as a loop sound
589 * fixed some little sound bugs in native EM engine
592 * fixed small bug when dragging scrollbars to end positions
595 * added editor element descriptions written by Aaron Davidson
598 * improved fallback handling when configured artwork is not available
599 (now using default artwork instead of exiting when files not found)
602 * fixed bug on level selection screen when dragging scrollbar
605 * fixed bug which caused broken tapes when appending to EM engine tapes
608 * uploaded pre-release (test) version 3.2.0-1 binary and source code
611 * added code to replace changed artwork config tokens with other tokens
612 (needed for backwards compatibility, so that older tokens still work)
615 * added native R'n'D graphics for some new EMC elements in EM engine
618 * fixed some bugs in the EM engine integration code
619 * changed EM engine code to allow diagonal movement
620 * changed EM engine code to allow use of separate snap and drop keys
623 * fixed some redraw bugs when using EM engine
626 * fixed bug with not converting RND levels which are set to use native
627 engine to native level structure when loading
630 * uploaded pre-release (test) version 3.2.0-0 binary and source code
633 * version number set to 3.2.0
636 * level data now reset to defaults after attempt to load invalid file
639 * added use of "editorsetup.conf" for different level sets
642 * added auto-detection for various types of Emerald Mine level files
645 * fixed bug with scrollbars getting too small when list is very large
648 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
651 * added most level editor configuration gadgets for new EMC elements
654 * added more element and graphic definitions for new EMC elements
657 * modified native EM engine to use integrated R'n'D sound system
660 * added SDL support to graphics functions in native EM engine
661 (by always using generic libgame interface functions)
664 * fixed bug in frame synchronization in native EM engine
667 * added code to convert levels between R'n'D and native EM engine
670 * new Emerald Mine engine can now play levels selected in main menu
673 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
674 (which creates scaled down graphics for level editor and preview);
675 there's still a memory leak somewhere in the artwork handling code
676 * added "scale image up" functionality to X11 version of zoom function
679 * first attempts to integrate new, native Emerald Mine Club engine
682 * fixed bug in gadget code which caused reset of CEs in level editor
683 (example: pressing 'b' [grab brush] on CE config page erased values)
684 (solution: check if gadgets in ClickOnGadget() are really mapped)
685 * improved level change detection in editor (settings now also checked)
686 * fixed bug with "can move into acid" and "don't collide with" state
689 * fixed maze runner style CEs to use the configured move delay value
692 * added Aaron Davidson's tutorial level set to the "Tutorials" section
695 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
696 * fixed the above fix because it broke level set "machine" (*sigh*)
697 * fixed random element placement in level editor to work as expected
698 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
701 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
704 * fixed bug (missing array boundary check) which caused broken tapes
705 * fixed bug (when loading level template) which caused broken levels
706 * fixed bug with new block last field code when using non-yellow player
709 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
710 * internal change of how the player blocks the last field when moving
711 * fixed blocking delay of last field for EM and SP style block delay
712 * fixed bug where the player had to wait for the usual move delay after
713 unsuccessfully trying to move, when he directly could move after that
714 * the last two changes should make original Supaplex level 93 solvable
715 * improved use of random number generator to make it less predictable
716 * fixed behaviour of slippery SP elements to let slip left, then right
719 * fixed bug with wrong door state after trying to quickload empty tape
720 * fixed waste of static memory usage of the binary, making it smaller
721 * fixed very little graphical bug in Supaplex explosion
724 * version number set to 3.1.1
727 * version 3.1.0 released
730 * fixed bug with crash when writing user levelinfo.conf the first time
733 * added option "convert LEVELDIR [NR]" to command line batch commands
734 * re-converted Supaplex levels to apply latest engine fixes
735 * changed "use graphic/sound of element" to "use graphic of element"
736 due to compatibility problems with some levels ("bug machine" etc.)
739 * fixed bug with CE change replacing player with same or other player
742 * fixed bug with opaque font in envelope with background graphic when
743 background graphic is not transparent itself
746 * added "gravity on" and "gravity off" ports for Supaplex compatibility
747 * corrected original Supaplex level loading code to use these new ports
748 * also corrected Supaplex loader to auto-count infotrons if set to zero
751 * fixed bug with missing initialization of "modified" flag for GEs
754 * fixed bug that caused endless recursion loop when relocating player
755 * fixed tape recorder bug in "step mode" when using "pause before end"
756 * fixed tape recorder bug when changing from "warp forward" mode
759 * fixed bug with "when touching" for pushed elements at last position
762 * fixed bug that caused two activated toolbox buttons in level editor
763 * fixed bug with exploding dynabomb under player due to other explosion
766 * fixed bug with creating walkable custom element under player (again)
767 * fixed bug with not copying explosion type when copying CEs in editor
768 * fixed graphical bug when drawing player in setup menu (input devices)
769 * fixed graphical bug when the player is pushing an accessible element
770 * fixed bug with classic switchable elements triggering CE changes
771 * fixed bug with entering/leaving walkable element in RelocatePlayer()
772 * fixed crash bug when CE leaves behind the trigger player element
775 * fixed bug with broken tubes after placing/exploding dynamite in them
776 * fixed bug with exploding dynamite under player due to other explosion
777 * fixed bug with not resetting push delay under certain circumstances
780 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
781 * added network multiplayer code for Windows (thanks to Niko Böhm)
784 * added option "reachable despite gravity" for gravity movement
785 * changed gravity movement of most classic walkable and passable
786 elements back to "not reachable" (for compatibility reasons)
789 * fixed (removed) "indestructible" / "can explode" dependency in editor
790 * fixed (removed) "accessible inside" / "protected" dependency
791 * fixed (removed) "step mode" / "shield time" dependency
794 * fixed dynabombs exploding now into anything diggable
795 * fixed Supaplex style gravity movement into buggy base now impossible
796 * added pressing key "space" as valid action to select menu options
799 * added "replace when walkable" to relocate player to walkable element
800 * added "enter"/"leave" event for elements affected by relocation
801 * fixed "direct"/"indirect" change order also for "when change" event
802 * fixed graphical bug when pushing things from elements walkable inside
805 * fixed graphic bug when player is snapping while moving in old levels
806 * fixed bug when a moving custom element leaves a player element behind
807 * fixed bug with mole not disappearing when moving into acid pool
808 * fixed bug with incomplete path setting when using "--basepath" option
809 * moving CE can now leave walkable elements behind under the player
810 * when relocating, player can be set on walkable element now
811 * fixed another gravity movement bug
814 * uploaded pre-release (test) version 3.1.0-2 binary and source code
817 * added "collectible" and "removable" to extended replacement types
818 (where "removable" replaces "diggable" and "collectible" elements)
819 * added "collectible & throwable" (to throw element to the next field)
820 * fixed bug with CEs digging elements that are just about to explode
821 * changed mouse cursor now always being visible when game is paused
824 * added possibility to push/press accessible elements from a side that
826 * fixed bug with not setting actual date when appending to tape
829 * fixed bug with incorrectly initialized custom element editor graphics
832 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
833 - number of levels corrected from 18 to 17 in "levelinfo.conf"
836 * fixed bug with destroyed robot wheel still attracting robots forever
837 * fixed bug with time gate switch deactivating after robot wheel time
838 (while the time gate itself is not affected by this misbehaviour)
839 * changed behaviour of BD style amoeba to always get blocked by player
840 (before it was different when there were non-BD elements in level)
841 * fixed bug with player destroying indestructable elements with shield
844 * added option to make growing elements grow into anything diggable
845 (for the various amoeba types, biomaze and "game of life")
848 * fixed bug with movable elements not moving after left behind by CEs
849 * changed gravity movement to anything diggable, not only sand/base
850 * optionally allowing passing to walkable element, not only empty space
851 * added option "can pass to walkable element" for players
852 * finally fixed gravity movement (hopefully)
855 * fixed bug with movable elements not moving anymore after falling down
858 * fixed another bug with custom elements digging and leaving elements
859 * fixed bug with "along left/right side" and automatic start direction
860 * trigger elements now also displayed when "more custom" deactivated
861 * fixed bug with clipboard element initialized when loading new level
862 * added option "drop delay" to set delay before dropping next element
865 * uploaded pre-release (test) version 3.1.0-1 binary and source code
868 * added copy and paste functions for custom change pages
869 * enhanced graphical display and functionality of tape recorder
870 * fixed bug with custom elements digging and leaving elements
873 * added move speed faster than "very fast" for custom elements
874 * fixed bug with 3+3 style explosions and missing border content
875 * fixed little bug when copying custom elements in the editor
876 * enhanced custom element changes by more side trigger actions
879 * added option "no scrolling when relocating" for instant teleporting
880 * uploaded pre-release (test) version 3.1.0-0 binary and source code
883 * added trigger element and trigger player to use as target elements
884 * added copy and paste functions for custom and group elements
887 * fixed graphical bug when displaying explosion animations
888 * fixed bug when appending to tapes, resulting in broken tapes
889 * re-recorded a few tapes broken by fixing gravity checking bug
892 * "can move into acid" property now for all elements independently
893 * "can fall into acid" property for player stored in same bitfield now
894 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
895 * version number set to 3.1.0 (finally!)
898 * changed tape recording to only record input, not programmed actions
901 * fixed totally broken (every 8th frame skipped) step-by-step recording
902 * fixed bug with requester not displayed when quick-loading interrupted
903 * added option "can fall into acid (with gravity)" for players
904 * fixed bug with player not falling when snapping down with gravity
907 * fixed bug which messed up key config when using keypad number keys
910 * fixed bug which allowed moving upwards even when gravity was active
911 * fixed bug with missing error handling when dumping levels or tapes
914 * added different colored editor graphics for Supaplex gravity tubes
917 * fixed bug that allowed solvable tapes for unsolvable levels
920 * use unlimited number of droppable elements when "count" set to zero
921 * added option to use step limit instead of time limit for level
924 * added player and change page as trigger for custom element change
927 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
930 * fixed bug with dark yamyam changing to acid when moving over acid
931 * fixed handling of levels with more than 999 seconds level time
932 (example: level 76 of "Denmine")
935 * "spring push bug" reintroduced as configurable element property
936 * fixed bug with missing properties for "mole"
937 * fixed bug that showed up when fixing the above "mole" properties bug
938 * added option "can move into acid" for all movable elements
939 * fixed graphical bug for elements moving into acid
940 * changed event handling to handle all pending events before going on
943 * fixed bug which caused all CE change pages to be ignored which had
944 the same change event, but used a different element side
945 (reported by Simon Forsberg)
947 * fixed bug which caused elements that can move and fall and that are
948 transported by a conveyor belt to continue moving into that direction
949 after leaving the conveyor belt, regardless of their own movement
950 type; only elements which can not move are transported now
951 (reported by Simon Forsberg)
953 * fixed bug which could cause an array overflow in RelocatePlayer()
954 (reported by Niko Böhm)
956 * changed Emerald Mine style "passable / over" elements to "protected"
957 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
959 * added new option to select from which side a "walkable/passable"
960 element can be entered
963 * added explosion and ignition delay for elements that can explode
966 * fixed bug which caused player not being protected against enemies
967 when a CE was "walkable / inside" and was not "indestructible"
968 * added "walkable/passable" fields to be "protected/unprotected"
969 against enemies, even if not accessible "inside" but "over/under"
972 * corrected move pattern to 32 bit and initial move direction to 8 bit
975 * added second custom element base configuration page
978 * added some special EMC mappings to Emerald Mine level loader
979 (also covering previously unknown element in level 0 of "Bondmine 8")
982 * added option to block last field when player is moving (for Supaplex)
983 * adjusted push delay of Supaplex elements
984 * removed delays for envelopes etc. when replaying with maximum speed
985 * fixed bug when dropping element on a field that just changed to empty
988 * fixed bug: infotrons can now smash yellow disks
989 * fixed bug: when gravity active, port above player can now be entered
990 * removed "one white dot" mouse pointer which irritated some people
993 * added "choice type" for group element selection
996 * fixed bug with initial invulnerability of non-yellow player
999 * added level loader for loading native Supaplex packed levels
1000 (including multi-part levels like the "splvls99" levels)
1003 * fixed bug which allowed creating emeralds by escaping explosions
1006 * custom elements can change (limited) or leave (unlimited) elements
1007 * finally added multiple matches using group elements
1008 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1011 * added new start movement type "previous" for continued CE movement
1012 * added new start movement type "random" for random CE movement start
1015 * added new element "sokoban_field_player" needed for Sokoban levels
1016 (thanks to Ed Booker for pointing this out!)
1019 * added elements that can be digged or left behind by custom elements
1022 * added group elements for multiple matches and random element creation
1025 * fixed some graphical errors displayed in old levels
1028 * fixed wrong double speed movement after passing closing gates
1031 * added level loader for loading native Emerald Mine levels
1034 * changes for "shooting" style CE movement
1037 * Happy New Year! ;-)
1040 * changed default snap/drop keys from left/right Shift to Control keys
1043 * fixed bug with dead player getting reanimated from custom element
1046 * fixed bug with wrong penguin graphics (when entering exit)
1049 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1052 * version number set to 3.0.9
1055 * version 3.0.8 released
1058 * added function checked_free()
1061 * fixed bug with double nut cracking sound
1062 (by eliminating "default element action sound" assignment in init.c)
1065 * fixed crash when no music info files are available
1068 * fixed boring and sleeping sounds
1071 * added "maze runner" and "maze hunter" movement types
1072 * added extended collision conditions for custom elements
1075 * added warnings for undefined token values in artwork config files
1078 * added menu entry for level set information to the info screen
1081 * fixed bug with wrong default impact sound for colored emeralds
1084 * added several sub-screens for the info screen
1085 * menu text now also clickable (not only blue/red sphere left of it)
1088 * added configurable "bored" and "sleeping" animations for the player
1089 * added "awakening" sound for player when waking up after sleeping
1092 * added "copy" and "exchange" functions for custom elements to editor
1095 * added configurable element animations for info screen
1098 * added configurable music credits for info screen
1101 * finally fixed tape recording when player is created from CE change
1104 * added "editorsetup.conf" for editor element list configuration
1107 * added "musicinfo.conf" for menu and level music configuration
1110 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1111 (that only showed up on Linux, but not on Windows systems)
1114 * fixed turning movement of butterflies and fireflies (no frame reset)
1115 * enhanced sniksnak turning movement (two steps instead of only one)
1118 * version number set to 3.0.8
1121 * version 3.0.7 released
1124 * fixed reset of player animation frame when, for example,
1125 walking, digging or collecting share the same animation
1126 * fixed CE with "deadly when touching" exploding when touching amoeba
1129 * fixed tape recording when player is created from CE element change
1132 * introduced "turning..." action graphic for elements with move delay
1133 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1134 * added turning animations for bug, spaceship and sniksnak
1137 * prevent "extended" changed elements from delay change in same frame
1140 * fixed bug when pushing element that can move away to the side
1141 (like pushing falling elements, but now with moving elements)
1144 * finally fixed serious bug in code for delayed element pushing (again)
1147 * unavailable setup options now marked as "n/a" instead of "off"
1148 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1149 to "true", levels are always played with the latest game engine,
1150 which is desired for levels that are imported from other games; all
1151 other levels are played with the engine version stored in level file
1152 (which is normally the engine version the level was created with)
1155 * fixed serious bug in code for delayed element pushing
1156 * fixed little bug in animation frame selection for pushed elements
1157 * speed-up of reading config file for verbose output
1160 * added configuration option for opening and closing Supaplex exit
1161 * added configuration option for moving up/down animation for Murphy
1162 * fixed incorrectly displayed animation for attacking dragon
1163 * fixed bug with not setting initial gravity for each new game
1164 * fixed bug with teleportation of player by custom element change
1165 * fixed bug with player not getting smashed by rock sometimes
1168 * version number set to 3.0.7
1171 * version 3.0.6 released
1174 * added support for MP3 music for SDL version through SMPEG library
1177 * fixed bug when initializing font graphic structure
1178 * fixed bug with animation mode "pingpong" when using only 1 frame
1179 * fixed bug with extended change target introduced in 3.0.5
1180 * fixed bug where passing over moving element doubles player speed
1181 * fixed bug with elements continuing to move into push direction
1182 * fixed bug with duplicated player when dropping bomb with shield on
1183 * added "switching" event for custom elements ("pressing" only once)
1184 * fixed switching bug (resetting flag when not switching but not idle)
1187 * fixed element tokens for certain file elements with ".active" etc.
1190 * version number set to 3.0.6
1193 * version 3.0.5 released
1196 * now four envelope elements available
1197 * font, background, animation and sound for envelope now configurable
1198 * main menu doors opening/closing animation type now configurable
1201 * active/inactive sides configurable for custom element changes
1202 * new movement type "move when pushed" available for custom elements
1205 * fixed bug in multiple config pages loader code that caused crashes
1208 * enhanced (remaining low-resolution) Supaplex graphics
1211 * version number set to 3.0.5
1214 * version 3.0.4 released
1216 2003-09-12 src/tools.c
1217 * fixed bug in custom definition of crumbled element graphics
1219 2003-09-11 src/files.c
1220 * fixed bug in multiple config pages code that caused crashes
1223 * version number set to 3.0.4
1226 * version 3.0.3 released
1229 * added music to Supaplex classic level set
1231 2003-09-07 src/libgame/misc.c
1232 * added support for loading various music formats through SDL_mixer
1234 2003-09-06 (various source files)
1235 * fixed several nasty bugs that may have caused crashes on some systems
1236 * added envelope content which gets displayed when collecting envelope
1237 * added multiple change event pages for custom elements
1239 2003-08-24 src/game.c
1240 * fixed problem with player animation when snapping and moving
1242 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1243 * fixed problem with flickering when drawing toon animations
1245 2003-08-23 src/libgame/sdl.c
1246 * fixed problem with setting mouse cursor in SDL version in fullscreen
1248 2003-08-23 src/game.c
1249 * fixed bug (missing array boundary check) which could crash the game
1252 * version number set to 3.0.3
1255 * version 3.0.2 released
1257 2003-08-21 src/game.c
1258 * fixed bug with creating inaccessible elements at player position
1260 2003-08-20 src/init.c
1261 * fixed bug with not finding current level artwork directory
1263 2003-08-20 src/files.c
1264 * fixed bug with choosing wrong engine version when playing tapes
1265 * fixed bug with messing up custom element properties in 3.0.0 levels
1268 * version number set to 3.0.2
1271 * version 3.0.1 released
1273 2003-08-17 (no source files affected)
1274 * changed all "classic" PCX image files with 16 colors or less to
1275 256 color (8 bit) storage format, because the Allegro game library
1276 cannot handle PCX files with less than 256 colors (contributed
1277 graphics are not affected and might look wrong in the DOS version)
1279 2003-08-16 src/init.c
1280 * fixed bug which (for example) crashed the level editor when defining
1281 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1282 (only set to default) -- invalid graphics now set to default graphic
1284 2003-08-16 src/init.c
1285 * fixed graphical bug of player digging/collecting/snapping element
1286 when no corresponding graphic/animation is defined for this action,
1287 resulting in player being drawn as EL_EMPTY (which should only be
1288 done to elements being collected, but not to the player)
1290 2003-08-16 src/game.c
1291 * fixed small graphical bug of player not totally moving into exit
1293 2003-08-16 src/libgame/setup.c
1294 * fixed bug with wrong MS-DOS 8.3 filename conversion
1296 2003-08-16 src/tools.c
1297 * fixed bug with invisible mouse cursor when pressing ESC while playing
1299 2003-08-16 (various source files)
1300 * added another 128 custom elements (disabled in editor by default)
1302 2003-08-16 src/editor.c
1303 * fixed NULL string bug causing Solaris to crash in sprintf()
1305 2003-08-16 src/screen.c
1306 * fixed drawing over scrollbar on level selection with custom fonts
1308 2003-08-15 src/game.c
1309 * cleanup of simple sounds / loop sounds / music settings
1311 2003-08-08 (various source files)
1312 * added custom element property for dropping collected elements
1314 2003-08-08 src/conf_gfx.c
1315 * fixed bug with missing graphic for active red disk bomb
1317 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1318 * extended variable "level.gravity" to "level.initial_gravity" and
1319 "game.current_gravity" to prevent level setting from being changed
1320 by playing the level (keeping the runtime value after playing)
1322 * fixed graphics bug when digging element that has 'crumbled' graphic
1323 definition, but not 'diggable' graphic definition
1326 * version number set to 3.0.1
1329 * version 3.0.0 released
1332 * various bug fixes; among others:
1333 - fixed bug with pushing spring over empty space
1334 - fixed bug with leaving tube while placing dynamite
1335 - fixed bug with explosion of smashed penguins
1336 - allow Murphy player graphic in levels with non-Supaplex elements
1340 * I have forgotten to document changes for some time
1343 * pre-release version 2.2.0rc1 released
1346 * version number set to 2.1.2
1349 * version 2.1.1 released
1352 * version number set to 2.1.1
1355 * version 2.1.0 released
1358 * version number set to 2.1.0
1360 2002-04-03 to 2002-05-19 (various source files)
1361 * graphics, sounds and music now fully configurable
1362 * bug fixed that prevented walking through tubes when gravity on
1364 2002-04-02 src/events.c, src/editor.c
1365 * Make Escape key less aggressive when playing or when editing level.
1366 This can be configured as an option in the setup menu. (Default is
1367 "less aggressive" which means "ask user if something can be lost"
1368 when pressing the Escape key.)
1370 2002-04-02 src/screen.c
1371 * Added "graphics setup" screen.
1373 2002-04-01 src/screen.c
1374 * Changed "choose level" setup screen stuff to be more generic (to
1375 make it easier to add more "choose from generic tree" setup screens).
1377 2002-04-01 src/config.c, src/timestamp.h
1378 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1379 automatically gets created by "src/Makefile" and contains an actual
1380 compile-time timestamp to identify development versions of the game).
1382 2002-03-31 src/tape.c, src/events.c
1383 * Added quick game/tape save/load functions to tape stuff which can be
1384 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1385 loads previously recorded tape and directly goes into recording mode
1386 from the end of the tape (therefore appending to the tape).
1388 2002-03-31 src/tape.c
1389 * Added "index mark" function to tape recorder. When playing or
1390 recording, "eject" button changes to "index" button. Setting index
1391 mark is not yet implemented, but pressing index button when playing
1392 allows very quick advancing to end of tape (when normal playing),
1393 very fast forward mode (when playing with normal fast forward) or
1394 very fast reaching of "pause before end of tape" (when playing with
1395 "pause before end" playing mode).
1397 2002-03-30 src/cartoons.c
1398 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1400 2002-03-29 src/screen.c
1401 * Changed setup screen stuff to be more generic (to make it easier
1402 to add more setup screens).
1404 2002-03-23 src/main.c, src/main.h
1405 * Various changes due to the introduction of the new libgame files
1406 "setup.c" and "joystick.c".
1408 2002-03-23 src/files.c
1409 * Generic parts of "src/files.c" (mainly setup and level directory
1410 stuff) moved to new libgame file "src/libgame/setup.c".
1412 2002-03-23 src/joystick.c
1413 * File "src/joystick.c" moved to libgame source tree, with
1414 correspondig changes.
1416 2002-03-22 src/screens.c
1417 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1418 (Wrong level series information displayed when entering main group.)
1420 2002-03-22 src/editor.c
1421 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1423 2002-03-22 src/editor.c
1424 * Changed behaviour of "Escape" key in level editor to be more
1425 intuitive: When in "Element Properties" or "Level Info" mode,
1426 return to "Drawing Mode" instead of leaving the level editor.
1428 2002-03-21 src/game.c, src/editor.c, src/files.c
1429 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1430 gems (emeralds, diamonds, ...) slipping down from normal wall,
1431 steel wall and growing wall (as in E.M.C. style levels). Although
1432 the behaviour of contributed and private levels wasn't changed (due
1433 to the use of "level.game_version"; see previous entry), editing
1434 those levels will (of course) change the behaviour accordingly.
1436 This change seems a bit too hard after thinking about it, because
1437 the EM style behaviour is not the "expected" behaviour (gems would
1438 normally only slip down from "rounded" walls). Therefore this was
1439 now changed to an element property for gem style elements, with the
1440 default setting "off" (which means: no special EM style behaviour).
1441 To fix older converted levels, this flag is set to "on" for pre-2.0
1442 levels that are neither contributed nor private levels.
1444 2002-03-20 src/files.h
1445 * Corrected settings for "level.game_version" depending of level type.
1446 (Contributed and private levels always get played with game engine
1447 version they were created with, while converted levels always get
1448 played with the most recent version of the game engine, to let new
1449 corrections of the emulation behaviour take effect.)
1451 2002-03-20 src/main.h
1452 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1453 compiling the SDL version on some systems.
1454 Thanks to the several people who pointed this out.
1457 * Version number set to 2.0.2.
1460 * Version 2.0.1 released.
1462 2002-03-18 src/screens.c
1463 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1465 2002-03-18 src/files.c [src/libgame/misc.c]
1466 * Moved some common functions from src/files.c to src/libgame/misc.c.
1468 2002-03-18 src/files.c [src/libgame/misc.c]
1469 * Changed permissions for new directories and saved files (especially
1470 score files) according to suggestions of Debian users and mantainers.
1471 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1473 2002-03-17 src/files.c
1474 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1475 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1476 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1477 for levels and "TAPE" for tapes). Old "cookie" style format is
1478 still supported for reading. New level and tape files are written
1481 * New IFF chunk "VERS" contains version numbers for file and game
1482 (where "game version" is the version of the program that wrote the
1483 file, and "file version" is a version number to distinguish files
1484 with different format, for example after adding new features).
1486 2002-03-15 src/screen.c
1487 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1488 (Before, you heard a mixture of the in-game music and the
1489 hall-of-fame music.)
1491 2002-03-14 src/events.c
1492 * Function "DumpTape()" (files.c) now available by pressing 't' from
1493 main menu (when in DEBUG mode).
1495 2002-03-14 src/game.c
1496 * "GameWon()": When game was won playing a tape, now there is no delay
1497 raising the score and no corresponding sound is played.
1499 2002-03-14 src/files.c
1500 * Changed "LoadTape()" for real chunk support and also adjusted
1501 "SaveTape()" accordingly.
1503 2002-03-14 src/game.c, src/tape.c, src/files.c
1504 * Important changes to tape format: The old tape format stored all
1505 actions with a real effect with a corresponding delay between the
1506 stored actions. This had some major disadvantages (for example,
1507 push delays had to be ignored, pressing a button for some seconds
1508 mutated to several single button presses because of the non-action
1509 delays between two action frames etc.). The new tape format just
1510 stupidly records all device actions and replays them later. I really
1511 don't know why I haven't solved it that way before?! Old-style tapes
1512 (with tape file version less than 2.0) get converted to the new
1513 format on-the-fly when loading and can therefore still be played;
1514 only some minor parts of the old-style tape handling code was needed.
1515 (A perfect conversion is not possible, because there is information
1516 missing about the device actions between two action frames.)
1518 2002-03-14 src/files.c
1519 * New function "DumpTape()" to dump the contents of the current tape
1520 in a human readable format.
1522 2002-03-14 src/game.c
1523 * Small tape bug fixed: When automatically advancing to next level
1524 after a game was won, the tape from the previous level still was
1525 loaded as a tape for the new level.
1527 2002-03-14 src/tape.c
1528 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1529 tape, cartoons did not get completely removed because
1530 StopAnimation() was not called.
1532 2002-03-13 src/files.c
1533 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1534 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1535 size even when using 16-bit elements). Added new chunk "CNT2" for
1536 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1537 chunk even when content was 16-bit element). "CNT2" should now be
1538 able to store content for arbitrary elements (up to eight blocks of
1539 3 x 3 element arrays). All "CNT2" elements will always be stored as
1540 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1542 2002-03-13 src/files.c
1543 * Changed "LoadLevel()" for real chunk support.
1545 2002-03-12 src/game.c
1546 * Fixed problem (introduced after 2.0.0 release) with penguins
1547 not getting killed by enemies
1549 2002-02-24 src/game.c, src/main.h
1550 * Added "player->is_moving"; now "player->last_move_dir" does
1551 not contain any information if the player is just moving at
1553 Before, "player->last_move_dir" was misused for this purpose
1554 for the robot stuff (robots don't kill players when they are
1555 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1556 broke tapes when walking through pipes!
1557 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1558 in a continuous movement. This fact is ignored for friends and