2 * fixed bug with scrollbars inside editor when using the Windows mouse
3 enhancement tool "True X-Mouse" (which injects key events to the event
4 queue to insert selected stuff into the Windows clipboard, which gets
5 confused with the "Insert" key for jumping to the last editor cascade
6 block in the element list)
7 * added Rocks'n'Diamonds icon for use as window icon to SDL version
8 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
11 * added selection of preferred fullscreen mode to setup / graphics menu
12 (useful if default mode 800 x 600 does not match screen aspect ratio)
15 * improved down-scaling of images for better level and preview graphics
16 * changed user data directory for Mac OS X from Unix style to new place
19 * improved level number selection in main menu and player selection in
20 setup menu (input devices section) by using standard button gadgets
21 * added support for mouse scroll wheel (caused buggy behaviour before)
22 * added support for scrolling horizontal scrollbars with mouse wheel by
23 holding "Shift" key pressed while scrolling the wheel
24 * added support for single step mouse wheel scrolling by holding "Alt"
25 key pressed while scrolling the wheel (can be combined with "Shift")
26 * changed output file "stderr.txt" on Windows platform now always to be
27 created in the R'n'D sub-directory of the personal documents directory
28 * added Windows message box to direct to "stderr.txt" after error aborts
31 * improved general scrollbar handling (when jump-scrolling scrollbars)
34 * changed scrollbars to always show last line as first after scrolling
35 (that means jumping n - 1 screen lines instead of n screen lines)
38 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
39 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
40 * fixed special handling of vertically stacked acid becoming fake acid
43 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
44 affect multiple instances of the same CE, although this kind of
45 change condition usually only affects one single custom element
48 * version number set to 3.2.1
51 * version 3.2.0 released
54 * reorganized level editor element list a bit to match engines better
57 * fixed newly introduced bug with wrongly initializing clipboard element
60 * fixed bug with displaying visible/invisible level border in editor
63 * reorganized some elements in the level editor element list
66 * fixed bug with displaying any player as "yellow" when moving into acid
67 * fixed bug with displaying running player when player stopped at border
70 * fixed bug with player exploding when moving into acid
71 * fixed bug with level settings being reset in editor and when playing
72 (some compatibility settings being set not only after level loading)
73 * fixed crash bug when number of custom graphic frames was set to zero
74 * fixed bug with teleporting player on walkable tile not working anymore
75 * added partial compatibility support for pre-release-only "CONF" chunk
76 (to make Alan Bond's "color cycle" demo work again :-) )
79 * fixed some bugs when displaying title screens from info screen menu
80 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
83 * changed file major version to 3 to reflect level file format changes
84 * uploaded pre-release (test) version 3.2.0-8 binary and source code
87 * added new chunk "NAME" to level file format for level name settings
88 * added new chunk "NOTE" to level file format for envelope settings
89 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
90 * updated magic(5) file to recognize changed and new level file chunks
91 * removed change events "change when CE value/score changes" as unneeded
94 * changed gravity (which only affects the player) from level property
95 to player property (only makes a difference in multi-player levels)
96 * added change events "change when CE value/score changes"
97 * added change events "change when CE value/score changes of <element>"
100 * added new chunk "INFO" to level file format for global level settings
101 * added all element settings from "HEAD" chunk to "CONF" chunk
102 * added all global level settings from "HEAD" chunk to "INFO" chunk
105 * changed level file format by adding two new chunks "CUSX" (for custom
106 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
107 elements, replacing the previous "GRP1" chunk); these new IFF style
108 chunks use the new and flexible "micro chunks inside chunks" technique
109 already used with the new "CONF" chunk (for normal element properties)
110 which makes it possible to easily extend the existing level format
111 (instead of using fixed-length chunks like before, which are either
112 too big due to reserved bytes for future use, or too small when those
113 reserved bytes have all been used and even more data should be stored,
114 requiring the replacement by new and larger chunks just like it went
115 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
118 * added credits pages to the "credits" section that were really missing
119 * added some missing element descriptions to the level editor
120 * added down position of switchgate switch to the level editor
121 and allowed the use of both switch positions at the same time
122 * changed use of "Insert" and "Delete" keys to navigate element list in
123 level editor to start of previous or next cascading block of elements
126 * added the possibility to view the title screen to the info screen menu
127 * fixed some minor bugs with viewing title screens
130 * fixed bug with title (cross)fading in/out when using fullscreen mode
133 * fixed bug that forced re-defining of menu settings in local graphics
134 config file which are already defined in existing base config file
135 * fixed small bug that caused door sounds playing when music is enabled
138 * added the possibility to define up to five title screens for each
139 level set that are displayed after loading using (cross)fading in/out
140 (this was added to display the various start images of the EMC sets)
143 * added "CE score gets zero [of]" to custom element trigger conditions
144 * added setup option to display element token name in level editor
147 * added compatibility code for Juergen Bonhagen's menu artwork settings
150 * fixed bug with displaying wrong animation frame 0 after CE changes
151 * fixed bug with creating invisible elements when light switch is on
154 * added selection between ECS and AGA graphics for EMC levels to setup
157 * adjusted font handling for various narrow EMC style fonts
160 * changed EM engine behaviour back to re-allow initial rolling springs
163 * fixed handling of over-large selectboxes (less error-prone now)
164 * fixed bug when creating GE with walkable element under the player
167 * added use of "Insert" and "Delete" keys to navigate element list in
168 level editor to start of custom elements or start of group elements
169 * added virtual elements to access CE value and CE score of elements:
170 - "CE value of triggering element"
171 - "CE score of triggering element"
172 - "CE value of current element"
173 - "CE score of current element"
176 * fixed "grass" to "sand" in older EM levels (up to file version V4)
179 * changed behaviour of network games with internal errors (because of
180 different client frame counters) from immediately terminating R'n'D
181 to displaying an error message requester and stopping only the game
182 (also to prevent impression of crashes under non command-line runs)
183 * fixed playing network games with the EMC engine (did not work before)
184 * fixed bug with not scrolling the screen in multi-player mode with the
185 focus on player 1 when all players are moving in different directions
186 * fixed bug with keeping pointer to gadget even after its deallocation
187 * fixed bug with allowing "focus on all players" in network games
188 * fixed bug with player focus when playing tapes from network games
191 * uploaded pre-release (test) version 3.2.0-7 binary and source code
194 * code cleanup for game action control for R'n'D and EMC game engine
197 * fixed bug in multi-player movement with focus on both players
198 * added option to control only the focussed player with all input
201 * added player focus switching to level tape recording and re-playing
204 * fixed some bugs in player focus switching in EMC and RND game engine
207 * added special Supaplex animations for Murphy digging and snapping
208 * added special Supaplex animations for Murphy being bored and sleeping
211 * added four new yam yams with explicit start direction for EMC engine
212 * fixed bug in src/libgame/text.c with printing text outside the window
215 * fixed small bug in EMC level loader (copyright sign in EM II levels)
218 * added delayed ignition of EM style dynamite when used in R'n'D engine
219 * added limited movement range to EMC engine when focus on all players
222 * fixed bug with missing (zero) score values for native Supaplex levels
225 * added "continuous snapping" (snapping many elements while holding the
226 snap key pressed, without releasing the snap key after each element)
227 as a new player setting for more compatibility with the classic games
230 * finished scrolling for "focus on all players" in EMC graphics engine
233 * level sets with "levels: 0" are ignored for levels, but not artwork
234 * fixed bug when scanning empty level group directories (endless loop)
237 * fixed bug with explosion graphic for player using "Murphy" graphic
238 * fixed bug with explosion graphic if player leaves explosion in time
239 * changed some descriptive text in setup menu to use medium-width font
240 * added key shortcut settings for switching player focus to setup menu
243 * fixed bug with random value initialization when recording tapes
244 * fixed bug with playing single player tapes when team mode activated
247 * fixed little bug when trying to switch to player that does not exist
250 * added player switching (visual and quick) to R'n'D and EM game engine
251 * added setup option to select visual or quick in-game player switching
254 * added use of "Home" and "End" keys to handle element list in editor
257 * fixed bug with adding score when playing tape with EMC game engine
258 * added steel wall border for levels using EMC engine without border
259 * finally fixed delayed scrolling in EMC engine also for small levels
262 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
265 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
266 * fixed bug when displaying info element without action, but direction
269 * fixed minor graphical problems with springs smashing and slurping
270 (when using R'n'D style graphics instead of EMC style graphics)
273 * added scroll delay (as configured in setup) to EMC graphics engine
276 * improved screen redraw for EMC graphics engine (faster and smoother)
277 * when not scrolling, do not redraw the whole playfield if not needed
280 * added multi-player mode for EMC game engine (with up to four players)
283 * added android (can clone elements) from EMC engine to R'n'D engine
286 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
289 * added selectbox for initial player speed to player settings in editor
292 * version 3.1.2 created that is basically version 3.1.1, but with a
293 major bug fixed that prevented editing your own private levels
294 * version 3.1.2 released
297 * added magic ball (creates elements) from EMC engine to R'n'D engine
300 * uploaded fixed pre-release version 3.2.0-6 binary and source code
303 * fixed bug when using "CE can leave behind <trigger element>"
304 * added new change condition "(after/when) creation of <element>"
305 * added new change condition "(after/when) digging <element>"
306 * fixed bug accessing invalid gadget that caused crashes under Windows
307 * deactivated new possibility for multiple CE changes per frame
310 * uploaded pre-release (test) version 3.2.0-6 binary and source code
313 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
314 * fixed bug with not keeping CE value for moving CEs with only action
315 * changed CE action selectboxes in editor to be only reset when needed
318 * added option "use artwork from element" for custom player artwork
319 * added option "use explosion from element" for player explosions
322 * added cascaded element lists in the level editor
323 * added persistence for cascaded element lists by "editorcascade.conf"
324 * added dynamic element list with all elements used in current level
325 * added possibility for multiple CE changes per frame (experimental)
328 * uploaded pre-release (test) version 3.2.0-5 binary and source code
331 * changed "score for each 10 seconds/steps left" to "1 second/step"
332 * added own score for collecting "extra time" instead of sharing it
333 * added change events "switched by player" and "player switches <e>"
334 * added change events "snapped by player" and "player snaps <e>"
335 * added "set player artwork: <element choice>" to CE action options
336 * added change event "move of <element>"
339 * added "set player shield: off / normal / deadly" to CE action options
340 * added new player option "use level start element" in level editor
341 to set the correct focus at level start to elements from which the
342 player is created later (this did not work before for cascaded CE
343 changes resulting in creation of the player; it is now also possible
344 to create the player from a yam yam which is smashed at level start)
347 * added "set player speed: frozen (not moving)" to CE action options
348 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
351 * added new player option "block snap field" (enabled by default) to
352 make it possible to show a snapping animation like in Emerald Mine
355 * added dynamic selectboxes to custom element action settings in editor
356 * added "CE value" counter for custom elements (instead of "CE count")
357 * added option to use the last "CE value" after custom element change
358 * added option to use the "CE value" of other elements in CE actions
359 * fixed odd behaviour when pressing time orb in levels w/o time limit
360 * added checkbox "use time orb bug" for older levels that use this bug
363 * added missing configuration settings for the following elements:
364 - EL_TIMEGATE_SWITCH (time of open time gate)
365 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
366 - EL_SHIELD_NORMAL (time of shield duration)
367 - EL_SHIELD_DEADLY (time of shield duration)
368 - EL_EXTRA_TIME (time added to level time)
369 - EL_TIME_ORB_FULL (time added to level time)
372 * added "wind direction" as a movement pattern for custom elements
373 * added initial wind direction for balloon / custom elements to editor
374 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
377 * added parameters for "game of life" and "biomaze" elements to editor
380 * added level file chunk "CONF" for generic level and element settings
383 * uploaded pre-release (test) version 3.2.0-4 binary and source code
386 * skip empty level sets (with "levels: 0"; may be artwork base sets)
387 * added sound action ".page[1]" to ".page[32]" for each CE change page
390 * added image config suffix ".clone_from" to copy whole image settings
391 * fixed bug with invalid ("undefined") CE settings in old level files
394 * fixed graphical bug with smashing elements falling faster than player
397 * fixed major bug which prevented private levels from being edited
398 * fixed bug with precedence of general and special font definitions
401 * fixed graphical bug with player animation when player moves slowly
404 * uploaded pre-release (test) version 3.2.0-3 binary and source code
407 * fixed bug which prevented "global.num_toons: 0" from working
410 * major code cleanup (removed all these annoying "#if 0" blocks)
413 * added custom element actions for CE change page in level editor
416 * fixed music initialization bug in init.c (thanks to David Binderman)
417 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
418 (this bug must probably be fixed at other places, too)
421 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
422 (should be '#include <SDL.h>' instead)
425 * fixed bug which prevented "walkable from no direction" from working
426 (due to compatibility code overwriting this setting after loading)
429 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
432 * version number temporarily set to 3.1.1 (intermediate bugfix release)
433 * version 3.1.1 released
436 * changed some va_arg() arguments from 'long' to 'int', fixing problems
437 on 64-bit architecture systems with LP64 data model
440 * fixed bug with bombs not exploding when hitting the last level line
441 (introduced after the release of 3.1.0)
444 * added support for dumping small-sized level sketches from editor
447 * added recognition of "trigger element" for "change digged element to"
448 (this is not really what the "trigger element" was made for, but its
449 use may seem obvious for leaving back digged elements unchanged)
452 * fixed multiple warnings about failed joystick device initialization
455 * fixed bug with dynamite dropped on top of just dropped custom element
456 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
457 dynamite can still be dropped, but drop key must be released before
460 * fixed bug with wrong start directory when started from file browser
461 (due to this bug, R'n'D could not be started from KDE's Konqueror)
464 * fixed bug causing "change when impact" on player not working
465 * fixed wrong priority of "hitting something" over "hitting <element>"
466 * fixed wrong priority of "hit by something" over "hit by <element>"
469 * fixed graphical bug which caused the player (being Murphy) to show
470 collecting animations although the element was collected by penguin
473 * fixed two bugs causing wrong door background graphics in system.c
474 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
477 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
478 * added "no direction" to "walkable/passable from" selectbox options
481 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
482 * in tape autoplay, not only report broken, but also missing tapes
485 * uploaded pre-release (test) version 3.2.0-2 binary and source code
488 * fixed small bug with "linear" animation not working for active lamp
491 * fixed bug with moving up despite gravity due to "block last field"
492 * fixed small bug with wrong draw offset when typing name in main menu
493 * when reading user names from "passwd", ignore data after first comma
494 * when creating new "levelinfo.conf", only write some selected entries
497 * fixed displaying "imported from/by" on preview with empty string
498 * fixed ignoring draw offset for fonts used for level preview texts
501 * fixed a delay problem with SDL and too many mouse motion events
502 * added setup option "skip levels" and level skipping functionality
505 * added move speed "not moving" for non-moving CEs, but with direction
508 * fixed mapping of obsolete element token names in "editorsetup.conf"
509 * fixed bug with sound "acid.splashing" treated as a loop sound
510 * fixed some little sound bugs in native EM engine
513 * fixed small bug when dragging scrollbars to end positions
516 * added editor element descriptions written by Aaron Davidson
519 * improved fallback handling when configured artwork is not available
520 (now using default artwork instead of exiting when files not found)
523 * fixed bug on level selection screen when dragging scrollbar
526 * fixed bug which caused broken tapes when appending to EM engine tapes
529 * uploaded pre-release (test) version 3.2.0-1 binary and source code
532 * added code to replace changed artwork config tokens with other tokens
533 (needed for backwards compatibility, so that older tokens still work)
536 * added native R'n'D graphics for some new EMC elements in EM engine
539 * fixed some bugs in the EM engine integration code
540 * changed EM engine code to allow diagonal movement
541 * changed EM engine code to allow use of separate snap and drop keys
544 * fixed some redraw bugs when using EM engine
547 * fixed bug with not converting RND levels which are set to use native
548 engine to native level structure when loading
551 * uploaded pre-release (test) version 3.2.0-0 binary and source code
554 * version number set to 3.2.0
557 * level data now reset to defaults after attempt to load invalid file
560 * added use of "editorsetup.conf" for different level sets
563 * added auto-detection for various types of Emerald Mine level files
566 * fixed bug with scrollbars getting too small when list is very large
569 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
572 * added most level editor configuration gadgets for new EMC elements
575 * added more element and graphic definitions for new EMC elements
578 * modified native EM engine to use integrated R'n'D sound system
581 * added SDL support to graphics functions in native EM engine
582 (by always using generic libgame interface functions)
585 * fixed bug in frame synchronization in native EM engine
588 * added code to convert levels between R'n'D and native EM engine
591 * new Emerald Mine engine can now play levels selected in main menu
594 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
595 (which creates scaled down graphics for level editor and preview);
596 there's still a memory leak somewhere in the artwork handling code
597 * added "scale image up" functionality to X11 version of zoom function
600 * first attempts to integrate new, native Emerald Mine Club engine
603 * fixed bug in gadget code which caused reset of CEs in level editor
604 (example: pressing 'b' [grab brush] on CE config page erased values)
605 (solution: check if gadgets in ClickOnGadget() are really mapped)
606 * improved level change detection in editor (settings now also checked)
607 * fixed bug with "can move into acid" and "don't collide with" state
610 * fixed maze runner style CEs to use the configured move delay value
613 * added Aaron Davidson's tutorial level set to the "Tutorials" section
616 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
617 * fixed the above fix because it broke level set "machine" (*sigh*)
618 * fixed random element placement in level editor to work as expected
619 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
622 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
625 * fixed bug (missing array boundary check) which caused broken tapes
626 * fixed bug (when loading level template) which caused broken levels
627 * fixed bug with new block last field code when using non-yellow player
630 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
631 * internal change of how the player blocks the last field when moving
632 * fixed blocking delay of last field for EM and SP style block delay
633 * fixed bug where the player had to wait for the usual move delay after
634 unsuccessfully trying to move, when he directly could move after that
635 * the last two changes should make original Supaplex level 93 solvable
636 * improved use of random number generator to make it less predictable
637 * fixed behaviour of slippery SP elements to let slip left, then right
640 * fixed bug with wrong door state after trying to quickload empty tape
641 * fixed waste of static memory usage of the binary, making it smaller
642 * fixed very little graphical bug in Supaplex explosion
645 * version number set to 3.1.1
648 * version 3.1.0 released
651 * fixed bug with crash when writing user levelinfo.conf the first time
654 * added option "convert LEVELDIR [NR]" to command line batch commands
655 * re-converted Supaplex levels to apply latest engine fixes
656 * changed "use graphic/sound of element" to "use graphic of element"
657 due to compatibility problems with some levels ("bug machine" etc.)
660 * fixed bug with CE change replacing player with same or other player
663 * fixed bug with opaque font in envelope with background graphic when
664 background graphic is not transparent itself
667 * added "gravity on" and "gravity off" ports for Supaplex compatibility
668 * corrected original Supaplex level loading code to use these new ports
669 * also corrected Supaplex loader to auto-count infotrons if set to zero
672 * fixed bug with missing initialization of "modified" flag for GEs
675 * fixed bug that caused endless recursion loop when relocating player
676 * fixed tape recorder bug in "step mode" when using "pause before end"
677 * fixed tape recorder bug when changing from "warp forward" mode
680 * fixed bug with "when touching" for pushed elements at last position
683 * fixed bug that caused two activated toolbox buttons in level editor
684 * fixed bug with exploding dynabomb under player due to other explosion
687 * fixed bug with creating walkable custom element under player (again)
688 * fixed bug with not copying explosion type when copying CEs in editor
689 * fixed graphical bug when drawing player in setup menu (input devices)
690 * fixed graphical bug when the player is pushing an accessible element
691 * fixed bug with classic switchable elements triggering CE changes
692 * fixed bug with entering/leaving walkable element in RelocatePlayer()
693 * fixed crash bug when CE leaves behind the trigger player element
696 * fixed bug with broken tubes after placing/exploding dynamite in them
697 * fixed bug with exploding dynamite under player due to other explosion
698 * fixed bug with not resetting push delay under certain circumstances
701 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
702 * added network multiplayer code for Windows (thanks to Niko Böhm)
705 * added option "reachable despite gravity" for gravity movement
706 * changed gravity movement of most classic walkable and passable
707 elements back to "not reachable" (for compatibility reasons)
710 * fixed (removed) "indestructible" / "can explode" dependency in editor
711 * fixed (removed) "accessible inside" / "protected" dependency
712 * fixed (removed) "step mode" / "shield time" dependency
715 * fixed dynabombs exploding now into anything diggable
716 * fixed Supaplex style gravity movement into buggy base now impossible
717 * added pressing key "space" as valid action to select menu options
720 * added "replace when walkable" to relocate player to walkable element
721 * added "enter"/"leave" event for elements affected by relocation
722 * fixed "direct"/"indirect" change order also for "when change" event
723 * fixed graphical bug when pushing things from elements walkable inside
726 * fixed graphic bug when player is snapping while moving in old levels
727 * fixed bug when a moving custom element leaves a player element behind
728 * fixed bug with mole not disappearing when moving into acid pool
729 * fixed bug with incomplete path setting when using "--basepath" option
730 * moving CE can now leave walkable elements behind under the player
731 * when relocating, player can be set on walkable element now
732 * fixed another gravity movement bug
735 * uploaded pre-release (test) version 3.1.0-2 binary and source code
738 * added "collectible" and "removable" to extended replacement types
739 (where "removable" replaces "diggable" and "collectible" elements)
740 * added "collectible & throwable" (to throw element to the next field)
741 * fixed bug with CEs digging elements that are just about to explode
742 * changed mouse cursor now always being visible when game is paused
745 * added possibility to push/press accessible elements from a side that
747 * fixed bug with not setting actual date when appending to tape
750 * fixed bug with incorrectly initialized custom element editor graphics
753 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
754 - number of levels corrected from 18 to 17 in "levelinfo.conf"
757 * fixed bug with destroyed robot wheel still attracting robots forever
758 * fixed bug with time gate switch deactivating after robot wheel time
759 (while the time gate itself is not affected by this misbehaviour)
760 * changed behaviour of BD style amoeba to always get blocked by player
761 (before it was different when there were non-BD elements in level)
762 * fixed bug with player destroying indestructable elements with shield
765 * added option to make growing elements grow into anything diggable
766 (for the various amoeba types, biomaze and "game of life")
769 * fixed bug with movable elements not moving after left behind by CEs
770 * changed gravity movement to anything diggable, not only sand/base
771 * optionally allowing passing to walkable element, not only empty space
772 * added option "can pass to walkable element" for players
773 * finally fixed gravity movement (hopefully)
776 * fixed bug with movable elements not moving anymore after falling down
779 * fixed another bug with custom elements digging and leaving elements
780 * fixed bug with "along left/right side" and automatic start direction
781 * trigger elements now also displayed when "more custom" deactivated
782 * fixed bug with clipboard element initialized when loading new level
783 * added option "drop delay" to set delay before dropping next element
786 * uploaded pre-release (test) version 3.1.0-1 binary and source code
789 * added copy and paste functions for custom change pages
790 * enhanced graphical display and functionality of tape recorder
791 * fixed bug with custom elements digging and leaving elements
794 * added move speed faster than "very fast" for custom elements
795 * fixed bug with 3+3 style explosions and missing border content
796 * fixed little bug when copying custom elements in the editor
797 * enhanced custom element changes by more side trigger actions
800 * added option "no scrolling when relocating" for instant teleporting
801 * uploaded pre-release (test) version 3.1.0-0 binary and source code
804 * added trigger element and trigger player to use as target elements
805 * added copy and paste functions for custom and group elements
808 * fixed graphical bug when displaying explosion animations
809 * fixed bug when appending to tapes, resulting in broken tapes
810 * re-recorded a few tapes broken by fixing gravity checking bug
813 * "can move into acid" property now for all elements independently
814 * "can fall into acid" property for player stored in same bitfield now
815 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
816 * version number set to 3.1.0 (finally!)
819 * changed tape recording to only record input, not programmed actions
822 * fixed totally broken (every 8th frame skipped) step-by-step recording
823 * fixed bug with requester not displayed when quick-loading interrupted
824 * added option "can fall into acid (with gravity)" for players
825 * fixed bug with player not falling when snapping down with gravity
828 * fixed bug which messed up key config when using keypad number keys
831 * fixed bug which allowed moving upwards even when gravity was active
832 * fixed bug with missing error handling when dumping levels or tapes
835 * added different colored editor graphics for Supaplex gravity tubes
838 * fixed bug that allowed solvable tapes for unsolvable levels
841 * use unlimited number of droppable elements when "count" set to zero
842 * added option to use step limit instead of time limit for level
845 * added player and change page as trigger for custom element change
848 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
851 * fixed bug with dark yamyam changing to acid when moving over acid
852 * fixed handling of levels with more than 999 seconds level time
853 (example: level 76 of "Denmine")
856 * "spring push bug" reintroduced as configurable element property
857 * fixed bug with missing properties for "mole"
858 * fixed bug that showed up when fixing the above "mole" properties bug
859 * added option "can move into acid" for all movable elements
860 * fixed graphical bug for elements moving into acid
861 * changed event handling to handle all pending events before going on
864 * fixed bug which caused all CE change pages to be ignored which had
865 the same change event, but used a different element side
866 (reported by Simon Forsberg)
868 * fixed bug which caused elements that can move and fall and that are
869 transported by a conveyor belt to continue moving into that direction
870 after leaving the conveyor belt, regardless of their own movement
871 type; only elements which can not move are transported now
872 (reported by Simon Forsberg)
874 * fixed bug which could cause an array overflow in RelocatePlayer()
875 (reported by Niko Böhm)
877 * changed Emerald Mine style "passable / over" elements to "protected"
878 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
880 * added new option to select from which side a "walkable/passable"
881 element can be entered
884 * added explosion and ignition delay for elements that can explode
887 * fixed bug which caused player not being protected against enemies
888 when a CE was "walkable / inside" and was not "indestructible"
889 * added "walkable/passable" fields to be "protected/unprotected"
890 against enemies, even if not accessible "inside" but "over/under"
893 * corrected move pattern to 32 bit and initial move direction to 8 bit
896 * added second custom element base configuration page
899 * added some special EMC mappings to Emerald Mine level loader
900 (also covering previously unknown element in level 0 of "Bondmine 8")
903 * added option to block last field when player is moving (for Supaplex)
904 * adjusted push delay of Supaplex elements
905 * removed delays for envelopes etc. when replaying with maximum speed
906 * fixed bug when dropping element on a field that just changed to empty
909 * fixed bug: infotrons can now smash yellow disks
910 * fixed bug: when gravity active, port above player can now be entered
911 * removed "one white dot" mouse pointer which irritated some people
914 * added "choice type" for group element selection
917 * fixed bug with initial invulnerability of non-yellow player
920 * added level loader for loading native Supaplex packed levels
921 (including multi-part levels like the "splvls99" levels)
924 * fixed bug which allowed creating emeralds by escaping explosions
927 * custom elements can change (limited) or leave (unlimited) elements
928 * finally added multiple matches using group elements
929 * added shortcut to dump brush (type ":DB" in editor) for use in forum
932 * added new start movement type "previous" for continued CE movement
933 * added new start movement type "random" for random CE movement start
936 * added new element "sokoban_field_player" needed for Sokoban levels
937 (thanks to Ed Booker for pointing this out!)
940 * added elements that can be digged or left behind by custom elements
943 * added group elements for multiple matches and random element creation
946 * fixed some graphical errors displayed in old levels
949 * fixed wrong double speed movement after passing closing gates
952 * added level loader for loading native Emerald Mine levels
955 * changes for "shooting" style CE movement
958 * Happy New Year! ;-)
961 * changed default snap/drop keys from left/right Shift to Control keys
964 * fixed bug with dead player getting reanimated from custom element
967 * fixed bug with wrong penguin graphics (when entering exit)
970 * fixed bug with wrong "Murphy" graphics (when digging etc.)
973 * version number set to 3.0.9
976 * version 3.0.8 released
979 * added function checked_free()
982 * fixed bug with double nut cracking sound
983 (by eliminating "default element action sound" assignment in init.c)
986 * fixed crash when no music info files are available
989 * fixed boring and sleeping sounds
992 * added "maze runner" and "maze hunter" movement types
993 * added extended collision conditions for custom elements
996 * added warnings for undefined token values in artwork config files
999 * added menu entry for level set information to the info screen
1002 * fixed bug with wrong default impact sound for colored emeralds
1005 * added several sub-screens for the info screen
1006 * menu text now also clickable (not only blue/red sphere left of it)
1009 * added configurable "bored" and "sleeping" animations for the player
1010 * added "awakening" sound for player when waking up after sleeping
1013 * added "copy" and "exchange" functions for custom elements to editor
1016 * added configurable element animations for info screen
1019 * added configurable music credits for info screen
1022 * finally fixed tape recording when player is created from CE change
1025 * added "editorsetup.conf" for editor element list configuration
1028 * added "musicinfo.conf" for menu and level music configuration
1031 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1032 (that only showed up on Linux, but not on Windows systems)
1035 * fixed turning movement of butterflies and fireflies (no frame reset)
1036 * enhanced sniksnak turning movement (two steps instead of only one)
1039 * version number set to 3.0.8
1042 * version 3.0.7 released
1045 * fixed reset of player animation frame when, for example,
1046 walking, digging or collecting share the same animation
1047 * fixed CE with "deadly when touching" exploding when touching amoeba
1050 * fixed tape recording when player is created from CE element change
1053 * introduced "turning..." action graphic for elements with move delay
1054 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1055 * added turning animations for bug, spaceship and sniksnak
1058 * prevent "extended" changed elements from delay change in same frame
1061 * fixed bug when pushing element that can move away to the side
1062 (like pushing falling elements, but now with moving elements)
1065 * finally fixed serious bug in code for delayed element pushing (again)
1068 * unavailable setup options now marked as "n/a" instead of "off"
1069 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1070 to "true", levels are always played with the latest game engine,
1071 which is desired for levels that are imported from other games; all
1072 other levels are played with the engine version stored in level file
1073 (which is normally the engine version the level was created with)
1076 * fixed serious bug in code for delayed element pushing
1077 * fixed little bug in animation frame selection for pushed elements
1078 * speed-up of reading config file for verbose output
1081 * added configuration option for opening and closing Supaplex exit
1082 * added configuration option for moving up/down animation for Murphy
1083 * fixed incorrectly displayed animation for attacking dragon
1084 * fixed bug with not setting initial gravity for each new game
1085 * fixed bug with teleportation of player by custom element change
1086 * fixed bug with player not getting smashed by rock sometimes
1089 * version number set to 3.0.7
1092 * version 3.0.6 released
1095 * added support for MP3 music for SDL version through SMPEG library
1098 * fixed bug when initializing font graphic structure
1099 * fixed bug with animation mode "pingpong" when using only 1 frame
1100 * fixed bug with extended change target introduced in 3.0.5
1101 * fixed bug where passing over moving element doubles player speed
1102 * fixed bug with elements continuing to move into push direction
1103 * fixed bug with duplicated player when dropping bomb with shield on
1104 * added "switching" event for custom elements ("pressing" only once)
1105 * fixed switching bug (resetting flag when not switching but not idle)
1108 * fixed element tokens for certain file elements with ".active" etc.
1111 * version number set to 3.0.6
1114 * version 3.0.5 released
1117 * now four envelope elements available
1118 * font, background, animation and sound for envelope now configurable
1119 * main menu doors opening/closing animation type now configurable
1122 * active/inactive sides configurable for custom element changes
1123 * new movement type "move when pushed" available for custom elements
1126 * fixed bug in multiple config pages loader code that caused crashes
1129 * enhanced (remaining low-resolution) Supaplex graphics
1132 * version number set to 3.0.5
1135 * version 3.0.4 released
1137 2003-09-12 src/tools.c
1138 * fixed bug in custom definition of crumbled element graphics
1140 2003-09-11 src/files.c
1141 * fixed bug in multiple config pages code that caused crashes
1144 * version number set to 3.0.4
1147 * version 3.0.3 released
1150 * added music to Supaplex classic level set
1152 2003-09-07 src/libgame/misc.c
1153 * added support for loading various music formats through SDL_mixer
1155 2003-09-06 (various source files)
1156 * fixed several nasty bugs that may have caused crashes on some systems
1157 * added envelope content which gets displayed when collecting envelope
1158 * added multiple change event pages for custom elements
1160 2003-08-24 src/game.c
1161 * fixed problem with player animation when snapping and moving
1163 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1164 * fixed problem with flickering when drawing toon animations
1166 2003-08-23 src/libgame/sdl.c
1167 * fixed problem with setting mouse cursor in SDL version in fullscreen
1169 2003-08-23 src/game.c
1170 * fixed bug (missing array boundary check) which could crash the game
1173 * version number set to 3.0.3
1176 * version 3.0.2 released
1178 2003-08-21 src/game.c
1179 * fixed bug with creating inaccessible elements at player position
1181 2003-08-20 src/init.c
1182 * fixed bug with not finding current level artwork directory
1184 2003-08-20 src/files.c
1185 * fixed bug with choosing wrong engine version when playing tapes
1186 * fixed bug with messing up custom element properties in 3.0.0 levels
1189 * version number set to 3.0.2
1192 * version 3.0.1 released
1194 2003-08-17 (no source files affected)
1195 * changed all "classic" PCX image files with 16 colors or less to
1196 256 color (8 bit) storage format, because the Allegro game library
1197 cannot handle PCX files with less than 256 colors (contributed
1198 graphics are not affected and might look wrong in the DOS version)
1200 2003-08-16 src/init.c
1201 * fixed bug which (for example) crashed the level editor when defining
1202 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1203 (only set to default) -- invalid graphics now set to default graphic
1205 2003-08-16 src/init.c
1206 * fixed graphical bug of player digging/collecting/snapping element
1207 when no corresponding graphic/animation is defined for this action,
1208 resulting in player being drawn as EL_EMPTY (which should only be
1209 done to elements being collected, but not to the player)
1211 2003-08-16 src/game.c
1212 * fixed small graphical bug of player not totally moving into exit
1214 2003-08-16 src/libgame/setup.c
1215 * fixed bug with wrong MS-DOS 8.3 filename conversion
1217 2003-08-16 src/tools.c
1218 * fixed bug with invisible mouse cursor when pressing ESC while playing
1220 2003-08-16 (various source files)
1221 * added another 128 custom elements (disabled in editor by default)
1223 2003-08-16 src/editor.c
1224 * fixed NULL string bug causing Solaris to crash in sprintf()
1226 2003-08-16 src/screen.c
1227 * fixed drawing over scrollbar on level selection with custom fonts
1229 2003-08-15 src/game.c
1230 * cleanup of simple sounds / loop sounds / music settings
1232 2003-08-08 (various source files)
1233 * added custom element property for dropping collected elements
1235 2003-08-08 src/conf_gfx.c
1236 * fixed bug with missing graphic for active red disk bomb
1238 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1239 * extended variable "level.gravity" to "level.initial_gravity" and
1240 "game.current_gravity" to prevent level setting from being changed
1241 by playing the level (keeping the runtime value after playing)
1243 * fixed graphics bug when digging element that has 'crumbled' graphic
1244 definition, but not 'diggable' graphic definition
1247 * version number set to 3.0.1
1250 * version 3.0.0 released
1253 * various bug fixes; among others:
1254 - fixed bug with pushing spring over empty space
1255 - fixed bug with leaving tube while placing dynamite
1256 - fixed bug with explosion of smashed penguins
1257 - allow Murphy player graphic in levels with non-Supaplex elements
1261 * I have forgotten to document changes for some time
1264 * pre-release version 2.2.0rc1 released
1267 * version number set to 2.1.2
1270 * version 2.1.1 released
1273 * version number set to 2.1.1
1276 * version 2.1.0 released
1279 * version number set to 2.1.0
1281 2002-04-03 to 2002-05-19 (various source files)
1282 * graphics, sounds and music now fully configurable
1283 * bug fixed that prevented walking through tubes when gravity on
1285 2002-04-02 src/events.c, src/editor.c
1286 * Make Escape key less aggressive when playing or when editing level.
1287 This can be configured as an option in the setup menu. (Default is
1288 "less aggressive" which means "ask user if something can be lost"
1289 when pressing the Escape key.)
1291 2002-04-02 src/screen.c
1292 * Added "graphics setup" screen.
1294 2002-04-01 src/screen.c
1295 * Changed "choose level" setup screen stuff to be more generic (to
1296 make it easier to add more "choose from generic tree" setup screens).
1298 2002-04-01 src/config.c, src/timestamp.h
1299 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1300 automatically gets created by "src/Makefile" and contains an actual
1301 compile-time timestamp to identify development versions of the game).
1303 2002-03-31 src/tape.c, src/events.c
1304 * Added quick game/tape save/load functions to tape stuff which can be
1305 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1306 loads previously recorded tape and directly goes into recording mode
1307 from the end of the tape (therefore appending to the tape).
1309 2002-03-31 src/tape.c
1310 * Added "index mark" function to tape recorder. When playing or
1311 recording, "eject" button changes to "index" button. Setting index
1312 mark is not yet implemented, but pressing index button when playing
1313 allows very quick advancing to end of tape (when normal playing),
1314 very fast forward mode (when playing with normal fast forward) or
1315 very fast reaching of "pause before end of tape" (when playing with
1316 "pause before end" playing mode).
1318 2002-03-30 src/cartoons.c
1319 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1321 2002-03-29 src/screen.c
1322 * Changed setup screen stuff to be more generic (to make it easier
1323 to add more setup screens).
1325 2002-03-23 src/main.c, src/main.h
1326 * Various changes due to the introduction of the new libgame files
1327 "setup.c" and "joystick.c".
1329 2002-03-23 src/files.c
1330 * Generic parts of "src/files.c" (mainly setup and level directory
1331 stuff) moved to new libgame file "src/libgame/setup.c".
1333 2002-03-23 src/joystick.c
1334 * File "src/joystick.c" moved to libgame source tree, with
1335 correspondig changes.
1337 2002-03-22 src/screens.c
1338 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1339 (Wrong level series information displayed when entering main group.)
1341 2002-03-22 src/editor.c
1342 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1344 2002-03-22 src/editor.c
1345 * Changed behaviour of "Escape" key in level editor to be more
1346 intuitive: When in "Element Properties" or "Level Info" mode,
1347 return to "Drawing Mode" instead of leaving the level editor.
1349 2002-03-21 src/game.c, src/editor.c, src/files.c
1350 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1351 gems (emeralds, diamonds, ...) slipping down from normal wall,
1352 steel wall and growing wall (as in E.M.C. style levels). Although
1353 the behaviour of contributed and private levels wasn't changed (due
1354 to the use of "level.game_version"; see previous entry), editing
1355 those levels will (of course) change the behaviour accordingly.
1357 This change seems a bit too hard after thinking about it, because
1358 the EM style behaviour is not the "expected" behaviour (gems would
1359 normally only slip down from "rounded" walls). Therefore this was
1360 now changed to an element property for gem style elements, with the
1361 default setting "off" (which means: no special EM style behaviour).
1362 To fix older converted levels, this flag is set to "on" for pre-2.0
1363 levels that are neither contributed nor private levels.
1365 2002-03-20 src/files.h
1366 * Corrected settings for "level.game_version" depending of level type.
1367 (Contributed and private levels always get played with game engine
1368 version they were created with, while converted levels always get
1369 played with the most recent version of the game engine, to let new
1370 corrections of the emulation behaviour take effect.)
1372 2002-03-20 src/main.h
1373 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1374 compiling the SDL version on some systems.
1375 Thanks to the several people who pointed this out.
1378 * Version number set to 2.0.2.
1381 * Version 2.0.1 released.
1383 2002-03-18 src/screens.c
1384 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1386 2002-03-18 src/files.c [src/libgame/misc.c]
1387 * Moved some common functions from src/files.c to src/libgame/misc.c.
1389 2002-03-18 src/files.c [src/libgame/misc.c]
1390 * Changed permissions for new directories and saved files (especially
1391 score files) according to suggestions of Debian users and mantainers.
1392 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1394 2002-03-17 src/files.c
1395 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1396 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1397 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1398 for levels and "TAPE" for tapes). Old "cookie" style format is
1399 still supported for reading. New level and tape files are written
1402 * New IFF chunk "VERS" contains version numbers for file and game
1403 (where "game version" is the version of the program that wrote the
1404 file, and "file version" is a version number to distinguish files
1405 with different format, for example after adding new features).
1407 2002-03-15 src/screen.c
1408 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1409 (Before, you heard a mixture of the in-game music and the
1410 hall-of-fame music.)
1412 2002-03-14 src/events.c
1413 * Function "DumpTape()" (files.c) now available by pressing 't' from
1414 main menu (when in DEBUG mode).
1416 2002-03-14 src/game.c
1417 * "GameWon()": When game was won playing a tape, now there is no delay
1418 raising the score and no corresponding sound is played.
1420 2002-03-14 src/files.c
1421 * Changed "LoadTape()" for real chunk support and also adjusted
1422 "SaveTape()" accordingly.
1424 2002-03-14 src/game.c, src/tape.c, src/files.c
1425 * Important changes to tape format: The old tape format stored all
1426 actions with a real effect with a corresponding delay between the
1427 stored actions. This had some major disadvantages (for example,
1428 push delays had to be ignored, pressing a button for some seconds
1429 mutated to several single button presses because of the non-action
1430 delays between two action frames etc.). The new tape format just
1431 stupidly records all device actions and replays them later. I really
1432 don't know why I haven't solved it that way before?! Old-style tapes
1433 (with tape file version less than 2.0) get converted to the new
1434 format on-the-fly when loading and can therefore still be played;
1435 only some minor parts of the old-style tape handling code was needed.
1436 (A perfect conversion is not possible, because there is information
1437 missing about the device actions between two action frames.)
1439 2002-03-14 src/files.c
1440 * New function "DumpTape()" to dump the contents of the current tape
1441 in a human readable format.
1443 2002-03-14 src/game.c
1444 * Small tape bug fixed: When automatically advancing to next level
1445 after a game was won, the tape from the previous level still was
1446 loaded as a tape for the new level.
1448 2002-03-14 src/tape.c
1449 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1450 tape, cartoons did not get completely removed because
1451 StopAnimation() was not called.
1453 2002-03-13 src/files.c
1454 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1455 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1456 size even when using 16-bit elements). Added new chunk "CNT2" for
1457 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1458 chunk even when content was 16-bit element). "CNT2" should now be
1459 able to store content for arbitrary elements (up to eight blocks of
1460 3 x 3 element arrays). All "CNT2" elements will always be stored as
1461 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1463 2002-03-13 src/files.c
1464 * Changed "LoadLevel()" for real chunk support.
1466 2002-03-12 src/game.c
1467 * Fixed problem (introduced after 2.0.0 release) with penguins
1468 not getting killed by enemies
1470 2002-02-24 src/game.c, src/main.h
1471 * Added "player->is_moving"; now "player->last_move_dir" does
1472 not contain any information if the player is just moving at
1474 Before, "player->last_move_dir" was misused for this purpose
1475 for the robot stuff (robots don't kill players when they are
1476 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1477 broke tapes when walking through pipes!
1478 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1479 in a continuous movement. This fact is ignored for friends and