2 * version 3.2.1 released
5 * fixed nasty bugs with handling error message file on Mac OS X systems
8 * general code cleanup (removing many annoying "#if 0" blocks etc.)
11 * fixed bug that caused broken tapes when manually appending to tapes
12 using the "pause before death" functionality, followed by recording
13 * added setup option to disable fading of screens for faster testing
16 * code cleanup of new fading functions
19 * changed behaviour after solved game -- do not immediately stop engine
20 * added some more smooth screen fadings (game start, hall of fame etc.)
23 * fixed bug with displaying pushed CE with value/score/delay anim_mode
26 * added configurable level preview position, tile size and dimensions
27 * added configurable game panel value positions (gems, time, score etc.)
30 * fixed small bug with time displayed incorrectly when collecting CEs
33 * fixed bug with bumpy scrolling with EM engine in double player mode
36 * added compatibility code to fix "Snake Bite" style levels that were
37 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
40 * fixed bug with scrollbars inside editor when using the Windows mouse
41 enhancement tool "True X-Mouse" (which injects key events to the event
42 queue to insert selected stuff into the Windows clipboard, which gets
43 confused with the "Insert" key for jumping to the last editor cascade
44 block in the element list)
45 * added Rocks'n'Diamonds icon for use as window icon to SDL version
46 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
49 * added selection of preferred fullscreen mode to setup / graphics menu
50 (useful if default mode 800 x 600 does not match screen aspect ratio)
53 * improved down-scaling of images for better level and preview graphics
54 * changed user data directory for Mac OS X from Unix style to new place
57 * improved level number selection in main menu and player selection in
58 setup menu (input devices section) by using standard button gadgets
59 * added support for mouse scroll wheel (caused buggy behaviour before)
60 * added support for scrolling horizontal scrollbars with mouse wheel by
61 holding "Shift" key pressed while scrolling the wheel
62 * added support for single step mouse wheel scrolling by holding "Alt"
63 key pressed while scrolling the wheel (can be combined with "Shift")
64 * changed output file "stderr.txt" on Windows platform now always to be
65 created in the R'n'D sub-directory of the personal documents directory
66 * added Windows message box to direct to "stderr.txt" after error aborts
69 * improved general scrollbar handling (when jump-scrolling scrollbars)
72 * changed scrollbars to always show last line as first after scrolling
73 (that means jumping n - 1 screen lines instead of n screen lines)
76 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
77 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
78 * fixed special handling of vertically stacked acid becoming fake acid
81 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
82 affect multiple instances of the same CE, although this kind of
83 change condition usually only affects one single custom element
86 * version number set to 3.2.1
89 * version 3.2.0 released
92 * reorganized level editor element list a bit to match engines better
95 * fixed newly introduced bug with wrongly initializing clipboard element
98 * fixed bug with displaying visible/invisible level border in editor
101 * reorganized some elements in the level editor element list
104 * fixed bug with displaying any player as "yellow" when moving into acid
105 * fixed bug with displaying running player when player stopped at border
108 * fixed bug with player exploding when moving into acid
109 * fixed bug with level settings being reset in editor and when playing
110 (some compatibility settings being set not only after level loading)
111 * fixed crash bug when number of custom graphic frames was set to zero
112 * fixed bug with teleporting player on walkable tile not working anymore
113 * added partial compatibility support for pre-release-only "CONF" chunk
114 (to make Alan Bond's "color cycle" demo work again :-) )
117 * fixed some bugs when displaying title screens from info screen menu
118 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
121 * changed file major version to 3 to reflect level file format changes
122 * uploaded pre-release (test) version 3.2.0-8 binary and source code
125 * added new chunk "NAME" to level file format for level name settings
126 * added new chunk "NOTE" to level file format for envelope settings
127 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
128 * updated magic(5) file to recognize changed and new level file chunks
129 * removed change events "change when CE value/score changes" as unneeded
132 * changed gravity (which only affects the player) from level property
133 to player property (only makes a difference in multi-player levels)
134 * added change events "change when CE value/score changes"
135 * added change events "change when CE value/score changes of <element>"
138 * added new chunk "INFO" to level file format for global level settings
139 * added all element settings from "HEAD" chunk to "CONF" chunk
140 * added all global level settings from "HEAD" chunk to "INFO" chunk
143 * changed level file format by adding two new chunks "CUSX" (for custom
144 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
145 elements, replacing the previous "GRP1" chunk); these new IFF style
146 chunks use the new and flexible "micro chunks inside chunks" technique
147 already used with the new "CONF" chunk (for normal element properties)
148 which makes it possible to easily extend the existing level format
149 (instead of using fixed-length chunks like before, which are either
150 too big due to reserved bytes for future use, or too small when those
151 reserved bytes have all been used and even more data should be stored,
152 requiring the replacement by new and larger chunks just like it went
153 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
156 * added credits pages to the "credits" section that were really missing
157 * added some missing element descriptions to the level editor
158 * added down position of switchgate switch to the level editor
159 and allowed the use of both switch positions at the same time
160 * changed use of "Insert" and "Delete" keys to navigate element list in
161 level editor to start of previous or next cascading block of elements
164 * added the possibility to view the title screen to the info screen menu
165 * fixed some minor bugs with viewing title screens
168 * fixed bug with title (cross)fading in/out when using fullscreen mode
171 * fixed bug that forced re-defining of menu settings in local graphics
172 config file which are already defined in existing base config file
173 * fixed small bug that caused door sounds playing when music is enabled
176 * added the possibility to define up to five title screens for each
177 level set that are displayed after loading using (cross)fading in/out
178 (this was added to display the various start images of the EMC sets)
181 * added "CE score gets zero [of]" to custom element trigger conditions
182 * added setup option to display element token name in level editor
185 * added compatibility code for Juergen Bonhagen's menu artwork settings
188 * fixed bug with displaying wrong animation frame 0 after CE changes
189 * fixed bug with creating invisible elements when light switch is on
192 * added selection between ECS and AGA graphics for EMC levels to setup
195 * adjusted font handling for various narrow EMC style fonts
198 * changed EM engine behaviour back to re-allow initial rolling springs
201 * fixed handling of over-large selectboxes (less error-prone now)
202 * fixed bug when creating GE with walkable element under the player
205 * added use of "Insert" and "Delete" keys to navigate element list in
206 level editor to start of custom elements or start of group elements
207 * added virtual elements to access CE value and CE score of elements:
208 - "CE value of triggering element"
209 - "CE score of triggering element"
210 - "CE value of current element"
211 - "CE score of current element"
214 * fixed "grass" to "sand" in older EM levels (up to file version V4)
217 * changed behaviour of network games with internal errors (because of
218 different client frame counters) from immediately terminating R'n'D
219 to displaying an error message requester and stopping only the game
220 (also to prevent impression of crashes under non command-line runs)
221 * fixed playing network games with the EMC engine (did not work before)
222 * fixed bug with not scrolling the screen in multi-player mode with the
223 focus on player 1 when all players are moving in different directions
224 * fixed bug with keeping pointer to gadget even after its deallocation
225 * fixed bug with allowing "focus on all players" in network games
226 * fixed bug with player focus when playing tapes from network games
229 * uploaded pre-release (test) version 3.2.0-7 binary and source code
232 * code cleanup for game action control for R'n'D and EMC game engine
235 * fixed bug in multi-player movement with focus on both players
236 * added option to control only the focussed player with all input
239 * added player focus switching to level tape recording and re-playing
242 * fixed some bugs in player focus switching in EMC and RND game engine
245 * added special Supaplex animations for Murphy digging and snapping
246 * added special Supaplex animations for Murphy being bored and sleeping
249 * added four new yam yams with explicit start direction for EMC engine
250 * fixed bug in src/libgame/text.c with printing text outside the window
253 * fixed small bug in EMC level loader (copyright sign in EM II levels)
256 * added delayed ignition of EM style dynamite when used in R'n'D engine
257 * added limited movement range to EMC engine when focus on all players
260 * fixed bug with missing (zero) score values for native Supaplex levels
263 * added "continuous snapping" (snapping many elements while holding the
264 snap key pressed, without releasing the snap key after each element)
265 as a new player setting for more compatibility with the classic games
268 * finished scrolling for "focus on all players" in EMC graphics engine
271 * level sets with "levels: 0" are ignored for levels, but not artwork
272 * fixed bug when scanning empty level group directories (endless loop)
275 * fixed bug with explosion graphic for player using "Murphy" graphic
276 * fixed bug with explosion graphic if player leaves explosion in time
277 * changed some descriptive text in setup menu to use medium-width font
278 * added key shortcut settings for switching player focus to setup menu
281 * fixed bug with random value initialization when recording tapes
282 * fixed bug with playing single player tapes when team mode activated
285 * fixed little bug when trying to switch to player that does not exist
288 * added player switching (visual and quick) to R'n'D and EM game engine
289 * added setup option to select visual or quick in-game player switching
292 * added use of "Home" and "End" keys to handle element list in editor
295 * fixed bug with adding score when playing tape with EMC game engine
296 * added steel wall border for levels using EMC engine without border
297 * finally fixed delayed scrolling in EMC engine also for small levels
300 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
303 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
304 * fixed bug when displaying info element without action, but direction
307 * fixed minor graphical problems with springs smashing and slurping
308 (when using R'n'D style graphics instead of EMC style graphics)
311 * added scroll delay (as configured in setup) to EMC graphics engine
314 * improved screen redraw for EMC graphics engine (faster and smoother)
315 * when not scrolling, do not redraw the whole playfield if not needed
318 * added multi-player mode for EMC game engine (with up to four players)
321 * added android (can clone elements) from EMC engine to R'n'D engine
324 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
327 * added selectbox for initial player speed to player settings in editor
330 * version 3.1.2 created that is basically version 3.1.1, but with a
331 major bug fixed that prevented editing your own private levels
332 * version 3.1.2 released
335 * added magic ball (creates elements) from EMC engine to R'n'D engine
338 * uploaded fixed pre-release version 3.2.0-6 binary and source code
341 * fixed bug when using "CE can leave behind <trigger element>"
342 * added new change condition "(after/when) creation of <element>"
343 * added new change condition "(after/when) digging <element>"
344 * fixed bug accessing invalid gadget that caused crashes under Windows
345 * deactivated new possibility for multiple CE changes per frame
348 * uploaded pre-release (test) version 3.2.0-6 binary and source code
351 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
352 * fixed bug with not keeping CE value for moving CEs with only action
353 * changed CE action selectboxes in editor to be only reset when needed
356 * added option "use artwork from element" for custom player artwork
357 * added option "use explosion from element" for player explosions
360 * added cascaded element lists in the level editor
361 * added persistence for cascaded element lists by "editorcascade.conf"
362 * added dynamic element list with all elements used in current level
363 * added possibility for multiple CE changes per frame (experimental)
366 * uploaded pre-release (test) version 3.2.0-5 binary and source code
369 * changed "score for each 10 seconds/steps left" to "1 second/step"
370 * added own score for collecting "extra time" instead of sharing it
371 * added change events "switched by player" and "player switches <e>"
372 * added change events "snapped by player" and "player snaps <e>"
373 * added "set player artwork: <element choice>" to CE action options
374 * added change event "move of <element>"
377 * added "set player shield: off / normal / deadly" to CE action options
378 * added new player option "use level start element" in level editor
379 to set the correct focus at level start to elements from which the
380 player is created later (this did not work before for cascaded CE
381 changes resulting in creation of the player; it is now also possible
382 to create the player from a yam yam which is smashed at level start)
385 * added "set player speed: frozen (not moving)" to CE action options
386 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
389 * added new player option "block snap field" (enabled by default) to
390 make it possible to show a snapping animation like in Emerald Mine
393 * added dynamic selectboxes to custom element action settings in editor
394 * added "CE value" counter for custom elements (instead of "CE count")
395 * added option to use the last "CE value" after custom element change
396 * added option to use the "CE value" of other elements in CE actions
397 * fixed odd behaviour when pressing time orb in levels w/o time limit
398 * added checkbox "use time orb bug" for older levels that use this bug
401 * added missing configuration settings for the following elements:
402 - EL_TIMEGATE_SWITCH (time of open time gate)
403 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
404 - EL_SHIELD_NORMAL (time of shield duration)
405 - EL_SHIELD_DEADLY (time of shield duration)
406 - EL_EXTRA_TIME (time added to level time)
407 - EL_TIME_ORB_FULL (time added to level time)
410 * added "wind direction" as a movement pattern for custom elements
411 * added initial wind direction for balloon / custom elements to editor
412 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
415 * added parameters for "game of life" and "biomaze" elements to editor
418 * added level file chunk "CONF" for generic level and element settings
421 * uploaded pre-release (test) version 3.2.0-4 binary and source code
424 * skip empty level sets (with "levels: 0"; may be artwork base sets)
425 * added sound action ".page[1]" to ".page[32]" for each CE change page
428 * added image config suffix ".clone_from" to copy whole image settings
429 * fixed bug with invalid ("undefined") CE settings in old level files
432 * fixed graphical bug with smashing elements falling faster than player
435 * fixed major bug which prevented private levels from being edited
436 * fixed bug with precedence of general and special font definitions
439 * fixed graphical bug with player animation when player moves slowly
442 * uploaded pre-release (test) version 3.2.0-3 binary and source code
445 * fixed bug which prevented "global.num_toons: 0" from working
448 * major code cleanup (removed all these annoying "#if 0" blocks)
451 * added custom element actions for CE change page in level editor
454 * fixed music initialization bug in init.c (thanks to David Binderman)
455 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
456 (this bug must probably be fixed at other places, too)
459 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
460 (should be '#include <SDL.h>' instead)
463 * fixed bug which prevented "walkable from no direction" from working
464 (due to compatibility code overwriting this setting after loading)
467 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
470 * version number temporarily set to 3.1.1 (intermediate bugfix release)
471 * version 3.1.1 released
474 * changed some va_arg() arguments from 'long' to 'int', fixing problems
475 on 64-bit architecture systems with LP64 data model
478 * fixed bug with bombs not exploding when hitting the last level line
479 (introduced after the release of 3.1.0)
482 * added support for dumping small-sized level sketches from editor
485 * added recognition of "trigger element" for "change digged element to"
486 (this is not really what the "trigger element" was made for, but its
487 use may seem obvious for leaving back digged elements unchanged)
490 * fixed multiple warnings about failed joystick device initialization
493 * fixed bug with dynamite dropped on top of just dropped custom element
494 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
495 dynamite can still be dropped, but drop key must be released before
498 * fixed bug with wrong start directory when started from file browser
499 (due to this bug, R'n'D could not be started from KDE's Konqueror)
502 * fixed bug causing "change when impact" on player not working
503 * fixed wrong priority of "hitting something" over "hitting <element>"
504 * fixed wrong priority of "hit by something" over "hit by <element>"
507 * fixed graphical bug which caused the player (being Murphy) to show
508 collecting animations although the element was collected by penguin
511 * fixed two bugs causing wrong door background graphics in system.c
512 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
515 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
516 * added "no direction" to "walkable/passable from" selectbox options
519 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
520 * in tape autoplay, not only report broken, but also missing tapes
523 * uploaded pre-release (test) version 3.2.0-2 binary and source code
526 * fixed small bug with "linear" animation not working for active lamp
529 * fixed bug with moving up despite gravity due to "block last field"
530 * fixed small bug with wrong draw offset when typing name in main menu
531 * when reading user names from "passwd", ignore data after first comma
532 * when creating new "levelinfo.conf", only write some selected entries
535 * fixed displaying "imported from/by" on preview with empty string
536 * fixed ignoring draw offset for fonts used for level preview texts
539 * fixed a delay problem with SDL and too many mouse motion events
540 * added setup option "skip levels" and level skipping functionality
543 * added move speed "not moving" for non-moving CEs, but with direction
546 * fixed mapping of obsolete element token names in "editorsetup.conf"
547 * fixed bug with sound "acid.splashing" treated as a loop sound
548 * fixed some little sound bugs in native EM engine
551 * fixed small bug when dragging scrollbars to end positions
554 * added editor element descriptions written by Aaron Davidson
557 * improved fallback handling when configured artwork is not available
558 (now using default artwork instead of exiting when files not found)
561 * fixed bug on level selection screen when dragging scrollbar
564 * fixed bug which caused broken tapes when appending to EM engine tapes
567 * uploaded pre-release (test) version 3.2.0-1 binary and source code
570 * added code to replace changed artwork config tokens with other tokens
571 (needed for backwards compatibility, so that older tokens still work)
574 * added native R'n'D graphics for some new EMC elements in EM engine
577 * fixed some bugs in the EM engine integration code
578 * changed EM engine code to allow diagonal movement
579 * changed EM engine code to allow use of separate snap and drop keys
582 * fixed some redraw bugs when using EM engine
585 * fixed bug with not converting RND levels which are set to use native
586 engine to native level structure when loading
589 * uploaded pre-release (test) version 3.2.0-0 binary and source code
592 * version number set to 3.2.0
595 * level data now reset to defaults after attempt to load invalid file
598 * added use of "editorsetup.conf" for different level sets
601 * added auto-detection for various types of Emerald Mine level files
604 * fixed bug with scrollbars getting too small when list is very large
607 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
610 * added most level editor configuration gadgets for new EMC elements
613 * added more element and graphic definitions for new EMC elements
616 * modified native EM engine to use integrated R'n'D sound system
619 * added SDL support to graphics functions in native EM engine
620 (by always using generic libgame interface functions)
623 * fixed bug in frame synchronization in native EM engine
626 * added code to convert levels between R'n'D and native EM engine
629 * new Emerald Mine engine can now play levels selected in main menu
632 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
633 (which creates scaled down graphics for level editor and preview);
634 there's still a memory leak somewhere in the artwork handling code
635 * added "scale image up" functionality to X11 version of zoom function
638 * first attempts to integrate new, native Emerald Mine Club engine
641 * fixed bug in gadget code which caused reset of CEs in level editor
642 (example: pressing 'b' [grab brush] on CE config page erased values)
643 (solution: check if gadgets in ClickOnGadget() are really mapped)
644 * improved level change detection in editor (settings now also checked)
645 * fixed bug with "can move into acid" and "don't collide with" state
648 * fixed maze runner style CEs to use the configured move delay value
651 * added Aaron Davidson's tutorial level set to the "Tutorials" section
654 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
655 * fixed the above fix because it broke level set "machine" (*sigh*)
656 * fixed random element placement in level editor to work as expected
657 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
660 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
663 * fixed bug (missing array boundary check) which caused broken tapes
664 * fixed bug (when loading level template) which caused broken levels
665 * fixed bug with new block last field code when using non-yellow player
668 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
669 * internal change of how the player blocks the last field when moving
670 * fixed blocking delay of last field for EM and SP style block delay
671 * fixed bug where the player had to wait for the usual move delay after
672 unsuccessfully trying to move, when he directly could move after that
673 * the last two changes should make original Supaplex level 93 solvable
674 * improved use of random number generator to make it less predictable
675 * fixed behaviour of slippery SP elements to let slip left, then right
678 * fixed bug with wrong door state after trying to quickload empty tape
679 * fixed waste of static memory usage of the binary, making it smaller
680 * fixed very little graphical bug in Supaplex explosion
683 * version number set to 3.1.1
686 * version 3.1.0 released
689 * fixed bug with crash when writing user levelinfo.conf the first time
692 * added option "convert LEVELDIR [NR]" to command line batch commands
693 * re-converted Supaplex levels to apply latest engine fixes
694 * changed "use graphic/sound of element" to "use graphic of element"
695 due to compatibility problems with some levels ("bug machine" etc.)
698 * fixed bug with CE change replacing player with same or other player
701 * fixed bug with opaque font in envelope with background graphic when
702 background graphic is not transparent itself
705 * added "gravity on" and "gravity off" ports for Supaplex compatibility
706 * corrected original Supaplex level loading code to use these new ports
707 * also corrected Supaplex loader to auto-count infotrons if set to zero
710 * fixed bug with missing initialization of "modified" flag for GEs
713 * fixed bug that caused endless recursion loop when relocating player
714 * fixed tape recorder bug in "step mode" when using "pause before end"
715 * fixed tape recorder bug when changing from "warp forward" mode
718 * fixed bug with "when touching" for pushed elements at last position
721 * fixed bug that caused two activated toolbox buttons in level editor
722 * fixed bug with exploding dynabomb under player due to other explosion
725 * fixed bug with creating walkable custom element under player (again)
726 * fixed bug with not copying explosion type when copying CEs in editor
727 * fixed graphical bug when drawing player in setup menu (input devices)
728 * fixed graphical bug when the player is pushing an accessible element
729 * fixed bug with classic switchable elements triggering CE changes
730 * fixed bug with entering/leaving walkable element in RelocatePlayer()
731 * fixed crash bug when CE leaves behind the trigger player element
734 * fixed bug with broken tubes after placing/exploding dynamite in them
735 * fixed bug with exploding dynamite under player due to other explosion
736 * fixed bug with not resetting push delay under certain circumstances
739 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
740 * added network multiplayer code for Windows (thanks to Niko Böhm)
743 * added option "reachable despite gravity" for gravity movement
744 * changed gravity movement of most classic walkable and passable
745 elements back to "not reachable" (for compatibility reasons)
748 * fixed (removed) "indestructible" / "can explode" dependency in editor
749 * fixed (removed) "accessible inside" / "protected" dependency
750 * fixed (removed) "step mode" / "shield time" dependency
753 * fixed dynabombs exploding now into anything diggable
754 * fixed Supaplex style gravity movement into buggy base now impossible
755 * added pressing key "space" as valid action to select menu options
758 * added "replace when walkable" to relocate player to walkable element
759 * added "enter"/"leave" event for elements affected by relocation
760 * fixed "direct"/"indirect" change order also for "when change" event
761 * fixed graphical bug when pushing things from elements walkable inside
764 * fixed graphic bug when player is snapping while moving in old levels
765 * fixed bug when a moving custom element leaves a player element behind
766 * fixed bug with mole not disappearing when moving into acid pool
767 * fixed bug with incomplete path setting when using "--basepath" option
768 * moving CE can now leave walkable elements behind under the player
769 * when relocating, player can be set on walkable element now
770 * fixed another gravity movement bug
773 * uploaded pre-release (test) version 3.1.0-2 binary and source code
776 * added "collectible" and "removable" to extended replacement types
777 (where "removable" replaces "diggable" and "collectible" elements)
778 * added "collectible & throwable" (to throw element to the next field)
779 * fixed bug with CEs digging elements that are just about to explode
780 * changed mouse cursor now always being visible when game is paused
783 * added possibility to push/press accessible elements from a side that
785 * fixed bug with not setting actual date when appending to tape
788 * fixed bug with incorrectly initialized custom element editor graphics
791 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
792 - number of levels corrected from 18 to 17 in "levelinfo.conf"
795 * fixed bug with destroyed robot wheel still attracting robots forever
796 * fixed bug with time gate switch deactivating after robot wheel time
797 (while the time gate itself is not affected by this misbehaviour)
798 * changed behaviour of BD style amoeba to always get blocked by player
799 (before it was different when there were non-BD elements in level)
800 * fixed bug with player destroying indestructable elements with shield
803 * added option to make growing elements grow into anything diggable
804 (for the various amoeba types, biomaze and "game of life")
807 * fixed bug with movable elements not moving after left behind by CEs
808 * changed gravity movement to anything diggable, not only sand/base
809 * optionally allowing passing to walkable element, not only empty space
810 * added option "can pass to walkable element" for players
811 * finally fixed gravity movement (hopefully)
814 * fixed bug with movable elements not moving anymore after falling down
817 * fixed another bug with custom elements digging and leaving elements
818 * fixed bug with "along left/right side" and automatic start direction
819 * trigger elements now also displayed when "more custom" deactivated
820 * fixed bug with clipboard element initialized when loading new level
821 * added option "drop delay" to set delay before dropping next element
824 * uploaded pre-release (test) version 3.1.0-1 binary and source code
827 * added copy and paste functions for custom change pages
828 * enhanced graphical display and functionality of tape recorder
829 * fixed bug with custom elements digging and leaving elements
832 * added move speed faster than "very fast" for custom elements
833 * fixed bug with 3+3 style explosions and missing border content
834 * fixed little bug when copying custom elements in the editor
835 * enhanced custom element changes by more side trigger actions
838 * added option "no scrolling when relocating" for instant teleporting
839 * uploaded pre-release (test) version 3.1.0-0 binary and source code
842 * added trigger element and trigger player to use as target elements
843 * added copy and paste functions for custom and group elements
846 * fixed graphical bug when displaying explosion animations
847 * fixed bug when appending to tapes, resulting in broken tapes
848 * re-recorded a few tapes broken by fixing gravity checking bug
851 * "can move into acid" property now for all elements independently
852 * "can fall into acid" property for player stored in same bitfield now
853 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
854 * version number set to 3.1.0 (finally!)
857 * changed tape recording to only record input, not programmed actions
860 * fixed totally broken (every 8th frame skipped) step-by-step recording
861 * fixed bug with requester not displayed when quick-loading interrupted
862 * added option "can fall into acid (with gravity)" for players
863 * fixed bug with player not falling when snapping down with gravity
866 * fixed bug which messed up key config when using keypad number keys
869 * fixed bug which allowed moving upwards even when gravity was active
870 * fixed bug with missing error handling when dumping levels or tapes
873 * added different colored editor graphics for Supaplex gravity tubes
876 * fixed bug that allowed solvable tapes for unsolvable levels
879 * use unlimited number of droppable elements when "count" set to zero
880 * added option to use step limit instead of time limit for level
883 * added player and change page as trigger for custom element change
886 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
889 * fixed bug with dark yamyam changing to acid when moving over acid
890 * fixed handling of levels with more than 999 seconds level time
891 (example: level 76 of "Denmine")
894 * "spring push bug" reintroduced as configurable element property
895 * fixed bug with missing properties for "mole"
896 * fixed bug that showed up when fixing the above "mole" properties bug
897 * added option "can move into acid" for all movable elements
898 * fixed graphical bug for elements moving into acid
899 * changed event handling to handle all pending events before going on
902 * fixed bug which caused all CE change pages to be ignored which had
903 the same change event, but used a different element side
904 (reported by Simon Forsberg)
906 * fixed bug which caused elements that can move and fall and that are
907 transported by a conveyor belt to continue moving into that direction
908 after leaving the conveyor belt, regardless of their own movement
909 type; only elements which can not move are transported now
910 (reported by Simon Forsberg)
912 * fixed bug which could cause an array overflow in RelocatePlayer()
913 (reported by Niko Böhm)
915 * changed Emerald Mine style "passable / over" elements to "protected"
916 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
918 * added new option to select from which side a "walkable/passable"
919 element can be entered
922 * added explosion and ignition delay for elements that can explode
925 * fixed bug which caused player not being protected against enemies
926 when a CE was "walkable / inside" and was not "indestructible"
927 * added "walkable/passable" fields to be "protected/unprotected"
928 against enemies, even if not accessible "inside" but "over/under"
931 * corrected move pattern to 32 bit and initial move direction to 8 bit
934 * added second custom element base configuration page
937 * added some special EMC mappings to Emerald Mine level loader
938 (also covering previously unknown element in level 0 of "Bondmine 8")
941 * added option to block last field when player is moving (for Supaplex)
942 * adjusted push delay of Supaplex elements
943 * removed delays for envelopes etc. when replaying with maximum speed
944 * fixed bug when dropping element on a field that just changed to empty
947 * fixed bug: infotrons can now smash yellow disks
948 * fixed bug: when gravity active, port above player can now be entered
949 * removed "one white dot" mouse pointer which irritated some people
952 * added "choice type" for group element selection
955 * fixed bug with initial invulnerability of non-yellow player
958 * added level loader for loading native Supaplex packed levels
959 (including multi-part levels like the "splvls99" levels)
962 * fixed bug which allowed creating emeralds by escaping explosions
965 * custom elements can change (limited) or leave (unlimited) elements
966 * finally added multiple matches using group elements
967 * added shortcut to dump brush (type ":DB" in editor) for use in forum
970 * added new start movement type "previous" for continued CE movement
971 * added new start movement type "random" for random CE movement start
974 * added new element "sokoban_field_player" needed for Sokoban levels
975 (thanks to Ed Booker for pointing this out!)
978 * added elements that can be digged or left behind by custom elements
981 * added group elements for multiple matches and random element creation
984 * fixed some graphical errors displayed in old levels
987 * fixed wrong double speed movement after passing closing gates
990 * added level loader for loading native Emerald Mine levels
993 * changes for "shooting" style CE movement
996 * Happy New Year! ;-)
999 * changed default snap/drop keys from left/right Shift to Control keys
1002 * fixed bug with dead player getting reanimated from custom element
1005 * fixed bug with wrong penguin graphics (when entering exit)
1008 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1011 * version number set to 3.0.9
1014 * version 3.0.8 released
1017 * added function checked_free()
1020 * fixed bug with double nut cracking sound
1021 (by eliminating "default element action sound" assignment in init.c)
1024 * fixed crash when no music info files are available
1027 * fixed boring and sleeping sounds
1030 * added "maze runner" and "maze hunter" movement types
1031 * added extended collision conditions for custom elements
1034 * added warnings for undefined token values in artwork config files
1037 * added menu entry for level set information to the info screen
1040 * fixed bug with wrong default impact sound for colored emeralds
1043 * added several sub-screens for the info screen
1044 * menu text now also clickable (not only blue/red sphere left of it)
1047 * added configurable "bored" and "sleeping" animations for the player
1048 * added "awakening" sound for player when waking up after sleeping
1051 * added "copy" and "exchange" functions for custom elements to editor
1054 * added configurable element animations for info screen
1057 * added configurable music credits for info screen
1060 * finally fixed tape recording when player is created from CE change
1063 * added "editorsetup.conf" for editor element list configuration
1066 * added "musicinfo.conf" for menu and level music configuration
1069 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1070 (that only showed up on Linux, but not on Windows systems)
1073 * fixed turning movement of butterflies and fireflies (no frame reset)
1074 * enhanced sniksnak turning movement (two steps instead of only one)
1077 * version number set to 3.0.8
1080 * version 3.0.7 released
1083 * fixed reset of player animation frame when, for example,
1084 walking, digging or collecting share the same animation
1085 * fixed CE with "deadly when touching" exploding when touching amoeba
1088 * fixed tape recording when player is created from CE element change
1091 * introduced "turning..." action graphic for elements with move delay
1092 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1093 * added turning animations for bug, spaceship and sniksnak
1096 * prevent "extended" changed elements from delay change in same frame
1099 * fixed bug when pushing element that can move away to the side
1100 (like pushing falling elements, but now with moving elements)
1103 * finally fixed serious bug in code for delayed element pushing (again)
1106 * unavailable setup options now marked as "n/a" instead of "off"
1107 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1108 to "true", levels are always played with the latest game engine,
1109 which is desired for levels that are imported from other games; all
1110 other levels are played with the engine version stored in level file
1111 (which is normally the engine version the level was created with)
1114 * fixed serious bug in code for delayed element pushing
1115 * fixed little bug in animation frame selection for pushed elements
1116 * speed-up of reading config file for verbose output
1119 * added configuration option for opening and closing Supaplex exit
1120 * added configuration option for moving up/down animation for Murphy
1121 * fixed incorrectly displayed animation for attacking dragon
1122 * fixed bug with not setting initial gravity for each new game
1123 * fixed bug with teleportation of player by custom element change
1124 * fixed bug with player not getting smashed by rock sometimes
1127 * version number set to 3.0.7
1130 * version 3.0.6 released
1133 * added support for MP3 music for SDL version through SMPEG library
1136 * fixed bug when initializing font graphic structure
1137 * fixed bug with animation mode "pingpong" when using only 1 frame
1138 * fixed bug with extended change target introduced in 3.0.5
1139 * fixed bug where passing over moving element doubles player speed
1140 * fixed bug with elements continuing to move into push direction
1141 * fixed bug with duplicated player when dropping bomb with shield on
1142 * added "switching" event for custom elements ("pressing" only once)
1143 * fixed switching bug (resetting flag when not switching but not idle)
1146 * fixed element tokens for certain file elements with ".active" etc.
1149 * version number set to 3.0.6
1152 * version 3.0.5 released
1155 * now four envelope elements available
1156 * font, background, animation and sound for envelope now configurable
1157 * main menu doors opening/closing animation type now configurable
1160 * active/inactive sides configurable for custom element changes
1161 * new movement type "move when pushed" available for custom elements
1164 * fixed bug in multiple config pages loader code that caused crashes
1167 * enhanced (remaining low-resolution) Supaplex graphics
1170 * version number set to 3.0.5
1173 * version 3.0.4 released
1175 2003-09-12 src/tools.c
1176 * fixed bug in custom definition of crumbled element graphics
1178 2003-09-11 src/files.c
1179 * fixed bug in multiple config pages code that caused crashes
1182 * version number set to 3.0.4
1185 * version 3.0.3 released
1188 * added music to Supaplex classic level set
1190 2003-09-07 src/libgame/misc.c
1191 * added support for loading various music formats through SDL_mixer
1193 2003-09-06 (various source files)
1194 * fixed several nasty bugs that may have caused crashes on some systems
1195 * added envelope content which gets displayed when collecting envelope
1196 * added multiple change event pages for custom elements
1198 2003-08-24 src/game.c
1199 * fixed problem with player animation when snapping and moving
1201 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1202 * fixed problem with flickering when drawing toon animations
1204 2003-08-23 src/libgame/sdl.c
1205 * fixed problem with setting mouse cursor in SDL version in fullscreen
1207 2003-08-23 src/game.c
1208 * fixed bug (missing array boundary check) which could crash the game
1211 * version number set to 3.0.3
1214 * version 3.0.2 released
1216 2003-08-21 src/game.c
1217 * fixed bug with creating inaccessible elements at player position
1219 2003-08-20 src/init.c
1220 * fixed bug with not finding current level artwork directory
1222 2003-08-20 src/files.c
1223 * fixed bug with choosing wrong engine version when playing tapes
1224 * fixed bug with messing up custom element properties in 3.0.0 levels
1227 * version number set to 3.0.2
1230 * version 3.0.1 released
1232 2003-08-17 (no source files affected)
1233 * changed all "classic" PCX image files with 16 colors or less to
1234 256 color (8 bit) storage format, because the Allegro game library
1235 cannot handle PCX files with less than 256 colors (contributed
1236 graphics are not affected and might look wrong in the DOS version)
1238 2003-08-16 src/init.c
1239 * fixed bug which (for example) crashed the level editor when defining
1240 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1241 (only set to default) -- invalid graphics now set to default graphic
1243 2003-08-16 src/init.c
1244 * fixed graphical bug of player digging/collecting/snapping element
1245 when no corresponding graphic/animation is defined for this action,
1246 resulting in player being drawn as EL_EMPTY (which should only be
1247 done to elements being collected, but not to the player)
1249 2003-08-16 src/game.c
1250 * fixed small graphical bug of player not totally moving into exit
1252 2003-08-16 src/libgame/setup.c
1253 * fixed bug with wrong MS-DOS 8.3 filename conversion
1255 2003-08-16 src/tools.c
1256 * fixed bug with invisible mouse cursor when pressing ESC while playing
1258 2003-08-16 (various source files)
1259 * added another 128 custom elements (disabled in editor by default)
1261 2003-08-16 src/editor.c
1262 * fixed NULL string bug causing Solaris to crash in sprintf()
1264 2003-08-16 src/screen.c
1265 * fixed drawing over scrollbar on level selection with custom fonts
1267 2003-08-15 src/game.c
1268 * cleanup of simple sounds / loop sounds / music settings
1270 2003-08-08 (various source files)
1271 * added custom element property for dropping collected elements
1273 2003-08-08 src/conf_gfx.c
1274 * fixed bug with missing graphic for active red disk bomb
1276 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1277 * extended variable "level.gravity" to "level.initial_gravity" and
1278 "game.current_gravity" to prevent level setting from being changed
1279 by playing the level (keeping the runtime value after playing)
1281 * fixed graphics bug when digging element that has 'crumbled' graphic
1282 definition, but not 'diggable' graphic definition
1285 * version number set to 3.0.1
1288 * version 3.0.0 released
1291 * various bug fixes; among others:
1292 - fixed bug with pushing spring over empty space
1293 - fixed bug with leaving tube while placing dynamite
1294 - fixed bug with explosion of smashed penguins
1295 - allow Murphy player graphic in levels with non-Supaplex elements
1299 * I have forgotten to document changes for some time
1302 * pre-release version 2.2.0rc1 released
1305 * version number set to 2.1.2
1308 * version 2.1.1 released
1311 * version number set to 2.1.1
1314 * version 2.1.0 released
1317 * version number set to 2.1.0
1319 2002-04-03 to 2002-05-19 (various source files)
1320 * graphics, sounds and music now fully configurable
1321 * bug fixed that prevented walking through tubes when gravity on
1323 2002-04-02 src/events.c, src/editor.c
1324 * Make Escape key less aggressive when playing or when editing level.
1325 This can be configured as an option in the setup menu. (Default is
1326 "less aggressive" which means "ask user if something can be lost"
1327 when pressing the Escape key.)
1329 2002-04-02 src/screen.c
1330 * Added "graphics setup" screen.
1332 2002-04-01 src/screen.c
1333 * Changed "choose level" setup screen stuff to be more generic (to
1334 make it easier to add more "choose from generic tree" setup screens).
1336 2002-04-01 src/config.c, src/timestamp.h
1337 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1338 automatically gets created by "src/Makefile" and contains an actual
1339 compile-time timestamp to identify development versions of the game).
1341 2002-03-31 src/tape.c, src/events.c
1342 * Added quick game/tape save/load functions to tape stuff which can be
1343 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1344 loads previously recorded tape and directly goes into recording mode
1345 from the end of the tape (therefore appending to the tape).
1347 2002-03-31 src/tape.c
1348 * Added "index mark" function to tape recorder. When playing or
1349 recording, "eject" button changes to "index" button. Setting index
1350 mark is not yet implemented, but pressing index button when playing
1351 allows very quick advancing to end of tape (when normal playing),
1352 very fast forward mode (when playing with normal fast forward) or
1353 very fast reaching of "pause before end of tape" (when playing with
1354 "pause before end" playing mode).
1356 2002-03-30 src/cartoons.c
1357 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1359 2002-03-29 src/screen.c
1360 * Changed setup screen stuff to be more generic (to make it easier
1361 to add more setup screens).
1363 2002-03-23 src/main.c, src/main.h
1364 * Various changes due to the introduction of the new libgame files
1365 "setup.c" and "joystick.c".
1367 2002-03-23 src/files.c
1368 * Generic parts of "src/files.c" (mainly setup and level directory
1369 stuff) moved to new libgame file "src/libgame/setup.c".
1371 2002-03-23 src/joystick.c
1372 * File "src/joystick.c" moved to libgame source tree, with
1373 correspondig changes.
1375 2002-03-22 src/screens.c
1376 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1377 (Wrong level series information displayed when entering main group.)
1379 2002-03-22 src/editor.c
1380 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1382 2002-03-22 src/editor.c
1383 * Changed behaviour of "Escape" key in level editor to be more
1384 intuitive: When in "Element Properties" or "Level Info" mode,
1385 return to "Drawing Mode" instead of leaving the level editor.
1387 2002-03-21 src/game.c, src/editor.c, src/files.c
1388 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1389 gems (emeralds, diamonds, ...) slipping down from normal wall,
1390 steel wall and growing wall (as in E.M.C. style levels). Although
1391 the behaviour of contributed and private levels wasn't changed (due
1392 to the use of "level.game_version"; see previous entry), editing
1393 those levels will (of course) change the behaviour accordingly.
1395 This change seems a bit too hard after thinking about it, because
1396 the EM style behaviour is not the "expected" behaviour (gems would
1397 normally only slip down from "rounded" walls). Therefore this was
1398 now changed to an element property for gem style elements, with the
1399 default setting "off" (which means: no special EM style behaviour).
1400 To fix older converted levels, this flag is set to "on" for pre-2.0
1401 levels that are neither contributed nor private levels.
1403 2002-03-20 src/files.h
1404 * Corrected settings for "level.game_version" depending of level type.
1405 (Contributed and private levels always get played with game engine
1406 version they were created with, while converted levels always get
1407 played with the most recent version of the game engine, to let new
1408 corrections of the emulation behaviour take effect.)
1410 2002-03-20 src/main.h
1411 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1412 compiling the SDL version on some systems.
1413 Thanks to the several people who pointed this out.
1416 * Version number set to 2.0.2.
1419 * Version 2.0.1 released.
1421 2002-03-18 src/screens.c
1422 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1424 2002-03-18 src/files.c [src/libgame/misc.c]
1425 * Moved some common functions from src/files.c to src/libgame/misc.c.
1427 2002-03-18 src/files.c [src/libgame/misc.c]
1428 * Changed permissions for new directories and saved files (especially
1429 score files) according to suggestions of Debian users and mantainers.
1430 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1432 2002-03-17 src/files.c
1433 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1434 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1435 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1436 for levels and "TAPE" for tapes). Old "cookie" style format is
1437 still supported for reading. New level and tape files are written
1440 * New IFF chunk "VERS" contains version numbers for file and game
1441 (where "game version" is the version of the program that wrote the
1442 file, and "file version" is a version number to distinguish files
1443 with different format, for example after adding new features).
1445 2002-03-15 src/screen.c
1446 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1447 (Before, you heard a mixture of the in-game music and the
1448 hall-of-fame music.)
1450 2002-03-14 src/events.c
1451 * Function "DumpTape()" (files.c) now available by pressing 't' from
1452 main menu (when in DEBUG mode).
1454 2002-03-14 src/game.c
1455 * "GameWon()": When game was won playing a tape, now there is no delay
1456 raising the score and no corresponding sound is played.
1458 2002-03-14 src/files.c
1459 * Changed "LoadTape()" for real chunk support and also adjusted
1460 "SaveTape()" accordingly.
1462 2002-03-14 src/game.c, src/tape.c, src/files.c
1463 * Important changes to tape format: The old tape format stored all
1464 actions with a real effect with a corresponding delay between the
1465 stored actions. This had some major disadvantages (for example,
1466 push delays had to be ignored, pressing a button for some seconds
1467 mutated to several single button presses because of the non-action
1468 delays between two action frames etc.). The new tape format just
1469 stupidly records all device actions and replays them later. I really
1470 don't know why I haven't solved it that way before?! Old-style tapes
1471 (with tape file version less than 2.0) get converted to the new
1472 format on-the-fly when loading and can therefore still be played;
1473 only some minor parts of the old-style tape handling code was needed.
1474 (A perfect conversion is not possible, because there is information
1475 missing about the device actions between two action frames.)
1477 2002-03-14 src/files.c
1478 * New function "DumpTape()" to dump the contents of the current tape
1479 in a human readable format.
1481 2002-03-14 src/game.c
1482 * Small tape bug fixed: When automatically advancing to next level
1483 after a game was won, the tape from the previous level still was
1484 loaded as a tape for the new level.
1486 2002-03-14 src/tape.c
1487 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1488 tape, cartoons did not get completely removed because
1489 StopAnimation() was not called.
1491 2002-03-13 src/files.c
1492 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1493 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1494 size even when using 16-bit elements). Added new chunk "CNT2" for
1495 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1496 chunk even when content was 16-bit element). "CNT2" should now be
1497 able to store content for arbitrary elements (up to eight blocks of
1498 3 x 3 element arrays). All "CNT2" elements will always be stored as
1499 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1501 2002-03-13 src/files.c
1502 * Changed "LoadLevel()" for real chunk support.
1504 2002-03-12 src/game.c
1505 * Fixed problem (introduced after 2.0.0 release) with penguins
1506 not getting killed by enemies
1508 2002-02-24 src/game.c, src/main.h
1509 * Added "player->is_moving"; now "player->last_move_dir" does
1510 not contain any information if the player is just moving at
1512 Before, "player->last_move_dir" was misused for this purpose
1513 for the robot stuff (robots don't kill players when they are
1514 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1515 broke tapes when walking through pipes!
1516 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1517 in a continuous movement. This fact is ignored for friends and